I'm not sure how I feel about this guy. At four
mana, he's cheap enough to come down early
enough to impact the game significantly. His +1
ability is pretty nice, letting you deny your
opponent a blocker while untapping a land of
yours for re-use. His second ability is
basically Volcanic Hammer-- handy to have if you
need it, but hardly a draw. It does at least
deal more damage than it costs in loyalty, so
that Ral can win the war of atrophy against an
opposing planeswalker if necessary. His third
ability? Well, given that his first ability is
better than his second, you shouldn't have to
worry about whether or not the right play is to
charge up Ral, so there's a good chance you'll
get 7 loyalty on him to spend. If you do, you
could anywhere from zero to five extra turns. If
you get even one, you can use that extra turn to
use the +1 ability again, so you're barely even
denying yourself the ability to keep something
locked down. If you get more than one, you can
tap down several blockers and swing in. Extra
turns don't win games unless you can spend them
wisely, but getting several of them at once can
put you a great deal ahead as long as you don't
topdeck nothing but lands. That said, the idea
that there's a chance, albeit a small one, that
Ral's ultimate will have no effect at all? I
feel like that will scare most folks away from
using Ral except as a tapper-downer/mana
accelerator, and maybe as a diversion.
Ah, the long-awaited Ral Zarek. It's inevitably
going to be somewhat difficult for a card like
this; people have been anticipating Ral for so
long that at least some of them are going to be
disappointed by what he actually does in-game.
Personally, I think it was worth the wait. His
mechanical identity reminds somewhat of Ajani
Vengeant, a planeswalker who ended up having a
stellar tournament career. While Ral's ultimate
doesn't read like as much of a blatant "you
win!" button as Ajani's, the laws of probability
dictate that it should give you at least one
extra turn the majority of the time, and when
you're in these colors, that counts for a lot.
He also reminds me how cool it would be to
have an entire block based around steampunk
imagery as opposed to just one guild. If you'll
excuse me, I'm going to go write some letters.
Welcome back readers todays card of the day is
the new Izzet planeswalker from Dragon’s Maze
Ral Zarek. In standard this card may see a fair
amount of play its +1 ability allows for some
permanent manipulation allowing creatures to get
through opponents defenses and untap some of
your tapped lands to provide somewhat of a mana
boost. The second ability of having lighting
bolt stapled to a planeswalker cannot be
overlooked in its power and finally the ultimate
is going to the majority of the time net you one
or two extra turns making it a powerful
finishing tool but somewhat underwhelming due to
the random nature involved. In modern I can see
this card seeing a little play as the popularity
of red/blue decks does not seem to be
decreasing. In legacy and vintage this card can
do some work untapping and manipulating powerful
artifacts making it somewhat of a role player.
In casual and multiplayer coin flip cards have
an audience and having a coin flipping
planeswalker is sure to be popular, its other
two abilities have real uses and provide a solid
planeswalker. In limited it’s money rare but
also quite a powerful card making it an
attractive choice. Overall a somewhat powerful
planeswalker but not obscenely so, more of a
role player in specialized decks.
Today's card of the day is Ral Zarek which is a
four mana Red and Blue planeswalker with four
loyalty and three effects. The plus one
taps a target permanent and untaps another
permanent, an ability that is almost always
beneficial both for mana management, to tap a
blocker, or untap an attacker. The minus
two deals three damage to target creature or
player and is quite useful to remove threats or
help finish an opponent directly. The
minus seven can potentially give five extra
turns, though most likely will give two, and
should ensure the win nearly any time it is
activated. Overall this is an excellent
planeswalker, reason to play Izzet colors, and
sure to be a popular choice across formats for a
very long time.
In Limited this wins games, period. The
effects have the same benefit as in Constructed,
just magnified due to the reduction in other
removal and burn options in the format. An
absolute first pick in Booster and well worth
splashing in Sealed.
Welcome back to the Pojo.com card of the day
section. Today we are looking at Ral Zarek from
Dragon's Maze. Ral Zarek is a mythic rare blue
and red planeswalker-ral that costs two generic,
one red, and one blue mana. Ral Zarek enters the
battlefield with four loyalty cojnters. Ral's
first ability is a plus one loyalty, and says
tap target permanent, and untap another target
permanent. Ral's second ability is a minus two
and sats deal three damage to target creature.
Ral's final ability is a minus seven and says
flip five coins, take an extra turn for each
heads.
Ral Zarek is a decent planeswalker. He may not
see crazy standard play, but due to how easily
his final is broken in older formats using
Krark's Thumb, I think he will see a lot of play
there.
The great thing is even his slower ability is
helpful, potentially locking down a blockrr
while gaining an extra mana, or even better,
reusing a tap effect.
And a Lightning Bolt to a creature is also
always a good thing when needed.
A solid card all around, but for now I think his
expertise will be held in older formats.