David Fanany
Player since
1995 |
Brain Maggot
Wait a minute, didn't we already have this
creature in Innistrad? Well, I suppose a weevil
is legitimately a very different type of thing
than a maggot. Mechanics-wise, this is an
instant eye-catching card for anyone who
remembers Torment's Mesmeric Fiend or Alara's
Tidehollow Sculler; if you don't remember those,
consider the kinds of things you can do with a
Thoughtseize variant that also attacks and
blocks. The fact that it can die is not always
as relevant as the fact that it's stolen
something your opponent needed and can't get
back until it does die (and sometimes it will
steal something they could have used to block or
kill it).
I'd also like to say that aesthetically, the
fact that this creature is also an enchantment
feels very right - look at how similar its
mechanic is to Journey to Nowhere et al.
Constructed: 3/5
Casual: 3/5
Limited: 3/5
Multiplayer: 3/5
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Michael "Maikeruu" Pierno |
Today's card of the day is Brain Maggot which
is a two mana Black 1/1 enchantment creature
that allows you to see an opponent's hand and
exile a non-land card from it until Brain Maggot
leaves play. This is a decent effect that gives
you knowledge of an opponent's options and
stalls one of them for a while, though being
attached to a weak creature is a drawback in
gaining more of an advantage. Unlike more
permanent hand destruction options this can
attack open fields, chump block, draw out
removal, somewhat support mono-Black enchantment
or Devotion which gives it potential slots in a
variety of designs. Overall it is an okay card
that may see play, but at two mana with minimal
type benefits just isn't far enough above the
curve to be a frontrunner.
In Limited there's no real drawback to
playing this whenever running Black in Sealed as
at worst it scouts out your opponent's hand
while at best it locks out a serious threat. A
reasonable middle of the pack choice in Booster
that can support several other cards and is a
low cost early game creature when in your
opening cards.
Constructed: 3.0
Casual: 3.0
Limited: 3.5
Multiplayer: 3.0
|
Mattedesa
Deck Garage |
Brain Maggot
Brain Maggot is an interesting card. There
are a lot of things to think about with this
little insect:
He exiles a nonland card that YOU CHOOSE from
an opponent's hand. Whatever the scariest, most
troublesome card is that they have, you can get
rid of it - for only 2 mana...
- BUT -
...that card can come back when you least
expect it. Killing a 1/1 creature is not
difficult for most decks. Exiling a card from
your opponent's hand should be thought of as
more of a delay for them instead of completely
getting rid of a threat. The fact that he's also
an enchantment makes him even easier to get rid
of...
- BUT -
...it also triggers constellation. In a deck
built around triggering constellation a lot,
sometimes the temporary card exile might even be
an afterthought to triggering other effects.
So where does this leave us? Opinions are
still mixed about this little guy. In some
situations he's hugely powerful for his 2 mana
cost and 1/1 body. Other times, he's not going
to do anything at all for you, except maybe be a
chump blocker for some big monster. His
potential is there, but be judicious about when
you use him.
His biggest strength might be in limited play
where you can build your deck around
constellation, and the opponent might not have
as many ways to get rid of him and get their
card back.
Constructed: 3.5
Casual: 3
Limited: 4
Multiplayer: 2
|
Michael Sokolowski |
Brain Maggot is an interesting card. You really
need to think about how to utilize it the most
effectively, and it's certainly not for
everyone.
It's 2 mana for a 1/1 with no combat
abilities, so it doesn't really affect the state
of the board when it comes into play. You could
think of it as an Oblivion Ring/Banishing Light
for the hand, and that comparison would be more
or less apt. Actually there have already been
creatures like this, Mesmeric Fiend and
Tidehollow Sculler. But one of the things that
made Oblivion Ring/Banishing Light great is that
as pure enchantments, they're not so easy to get
rid of. In fact, some decks might have NO way to
get rid of them. Brain Maggot is a 1/1
enchantment creature, which is quite possibly
one of the EASIEST things to get rid of in all
of Magic.
So let's look at the worst-case scenario. You
cast this card on turn 2, see your opponent's
hand, pick something big and threatening (say a
God or a Titan) and make it go away. Then, on
your opponent's turn, they do something and kill
your Brain Maggot and get their card back.
Assuming they used a kill spell or removal of
some kind, that's a 1-for-1 trade that didn't do
much. If they have some kind of repeatable
damage they used, you're even further behind
now. Something that ends up being a 1-for-1
trade is the bare minimum of playable, and
getting to see your opponent's hand is good for
information warfare. But really nothing that's
blowing me away about this card so far.
But after thinking about it for a bit, I
realized there was one way to very effectively
use this card. If you play this on turn 2, and
look at their opponent's hand, what is the best
thing you could possibly exile from it?
Why, the next card they were about to play,
of course. You'd exile THEIR 2 (or 3) drop.
All of the sudden, unless they have multiples
in their hand or topdeck something, they are an
entire turn behind you. Brain Maggot is best
used as a tempo disrupter. Sure, they might get
their card back in a turn or two. But that's way
after they wanted to play it! A Fleecemane Lion
on turn 2 or a Leatherback Baloth on turn 3 can
be a pretty strong opening. But on turn 6? Or 7?
Brain Maggot may or may not keep their card
forever, but it'll keep it from when they want
it most. You can even play it late-game, after
they used much of their removal, to get rid of
that Nessian Wilds Ravager or Polukranos, World
Eater they were just about to play.
Brain Maggot isn't, in my mind, true removal.
It's a disruption affect, slowing your opponent
down so you can follow up with your true plan of
attack while they're trying to get their threat
back. But again, be warned. Sometimes they WILL
get it back, and you'll have one less card to
deal with it. Slowing them down won't always be
enough, it depends what else they already have,
be it on the field or in their hand. And it
depends on how fast and competitive your deck is
at capitalizing on their misfortune.
It's a tricky, risky card. It can pay off
very nicely in the early game, it can save you
from a God in the late game. Or it can wiff
entirely, hiding something away only for it to
be found slightly later on, not even missed by
your opponent. Like I said, risky. But then so
was putting a maggot into someone's head in the
first place.
Seriously, that artwork is terrifying.
Constructed: 3.5
Casual: 2
Limited: 2.5
Multiplayer: 3.5
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