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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Doomwake Giant
Image from Wizards.com

Doomwake Giant
- Journey into Nyx

Reviewed May 21, 2014

Constructed: 2.50
Casual: 3.50
Limited: 3.70
Multiplayer: 3.70

Ratings are based on a 1 to 5 scale:
1 - Horrible  3 - Average.  5 - Awesome

Click here to see all of our 
Card of the Day Reviews 

BMoor

Doomwake Giant

A 4/6 for five mana is nothing to complain about, especially since a lot of the best Bestow cards cost six to Bestow and this makes quite the attractive body to throw one on. The Constellation effect is also very nice-- you kill 1-toughness dudes just as an ETB ability, and later on if you can save up a few cards, you have the option of unleashing a one-sided Infest, or worse. And for what it doesn't kill by Constellating? Well, that 4/6 is going to be that much harder to block well when your team has -1/-1.

The only real downside is that by five mana, you've probably already played most of the spells in your hand, and so you're not going to really be able to leverage the -1/-1 like you would if this had come down sooner. Constructed has far more efficient ways of killing creatures anyway, but in a Casual Enchantment deck, if you can get out more than one of these...

Constructed- 1.5
Casual- 3.5
Limited- 3.5
Multiplayer- 4


David Fanany

Player since 1995

Doomwake Giant

Many constellation abilities (which, again, is a keyword for reasons unknown) encourage you to try and trigger them multiple times each turn. That's not often possible, considering how expensive some of the creatures in question are; fortunately, you don't always need to. Barring a Glorious Anthem or seven, this is a one-man answer to the Vast Saproling Horde archetype that has been around casual play since Ravnica or so - and can even be engineered into an answer to said horde plus a reasonable number of Anthems. There are some people whose list of ideal Magic cards includes that exact thing. I know because I am one of them.

Constructed: 2/5
Casual: 4/5
Limited: 3/5
Multiplayer: 4/5

Michael "Maikeruu" Pierno

Today's card of the day is Doomwake Giant which is a five mana Black 4/6 enchantment creature with Constellation that gives creatures your opponents control -1/-1 until end of turn whenever it or another enchantment enters play. This is a fairly solid addition to an enchantment themed deck as it offers a way to clear the field while supporting the primary design. It is a bit late to enter the field for mono-Black, but an accelerated Green/Black could potentially be aggressive enough to see competitive play.

In Limited this is easily included in a multicolor deck and even by itself can potentially remove some opposition, but with other enchantments is a notable threat and well worth the first pick in Booster. For Sealed there's no reason not to include this when playing any amount of Black mana as even a five mana 4/6 is playable, so adding the effect puts this well above the curve.

Constructed: 3.5
Casual: 3.5
Limited: 4.5
Multiplayer: 4.0

Mattedesa

Deck Garage

Doomwake Giant

Today's Giant has the potential to be one of the better constellation cards in the set. With all the enchantments out there, he turns them all into removal spells. I've yet to see someone put together a truly dominating enchantment deck, but if it's going to happen, I see this guy as a big part of it. If you can string together a few enchantment creatures with constellation, you get multiple effects for every enchantment you play. If you can get that to happen, you gain a big advantage over your opponent that is playing one spell at a time for one effect at a time.

That's the plus side.

The negative side is that if you DON'T have other enchantment creatures to trigger stuff, he's a 4/6 creature that doesn't do anything but give -1/-1 when he comes in. While that's not terrible for 5 mana, there are a lot of better things to do - at least in a constructed deck - for that kind of mana. It's a risk/reward question. Do you want to risk getting the additional enchantments you need to make this guy super powerful, or would you rather play it safe and play good cards that work on their own? When it works, it's crazy good. When it doesn't, your deck can look pretty weak.

Personally, I like the card. I want this to work. I like building decks with the high risk/high reward element. Time will only tell if it's a good investment.

Constructed: 3
Casual: 3
Limited: 4
Multiplayer: 3


Michael Sokolowski

Doomwake Giant. I like how that name sounds. Kinda gets right to the point.

So today we've got another giant with a kinda-sorta removal theme, this time in black. It's a little smaller than yesterday's giant, weighing in at 4/6. But it's also cheaper, costing 5 mana. 5 mana for a 4/6 is alright. Decent. That alone could let it see play in limited. But our giant friend here is capable of so much more.

Constellation is the latest in a long line of "whenever X enters the battlefield" abilities. As you could easily guess, it being the world of Theros and all, this wants you to use enchantments. And for your efforts, Doomwake Giant will weaken all the creatures on your opponent's side of the field until the end of turn.

This can have three purposes, some of them overlapping. One is to screw up combat math. If your opponent felt confident they could block and destroy your 4/4 because they have two 2/2's on the field, well guess again. They've just become 1/1's. Sometimes a single point of power or toughness can be all it takes to swing combat math in your favour. But wait, what if you played another enchantment? Well then those 1/1's would become 0/0's, meaning they would cease to exist and be destroyed. And that's Doomwake Giant's second use: as a form of removal. Weakening all of your opponent's creatures until they die by pumping out a bunch of low-cost enchantment cards on the same turn. This gets the most money out of his ability, powering up your side of the field with a bunch of new enchantment creatures/auras/bestowed things or whatever you like casting, while getting rid of all his creatures in the process. It's very useful, however it does require you to have Doomwake Giant on the field, a bunch of enchantment cards in your hand, AND the mana to cast enough of them to deal with the opponent's creatures (which gets harder the more toughness they have). It specializes in removing weak creatures and chump blockers. Even Doomwake Giant isn't really going to be able to bring doom upon say a 7/7 all on his own. Oh, and that third purpose I mentioned is anti-token. No matter how many 1/1 tokens your opponent may have, they'll all disappear once Doomwake Giant hits the field.

So how good is all that? Well, the body is decent for 5 mana as I mentioned. The real difficulty in using this card is having enough enchantment cards in your hand, and of course the mana to cast them, once the giant is out on the field. Likely this means casting him turn 5, hoping he lives (which he should, 6 toughness and all) and then casting a bunch of stuff on turn 6. But how many other enchantments are you realistically going to have in your hand at that point? 1? 2? If your opponent has say a 4/4 and you only have 3 enchantments, you're only going to reduce it to a 1/1. And the opponent might want to get hit in the face for 4 from the giant rather than chump block, since they get their 4/4 back next turn when all the -1/-1's wear off.

It's a neat idea for an ability in concept. And it CAN work out for you. But I would consider it unlikely to be able to have a big impact on the game every time you use it. It's both better and worse in limited; better in the sense that 5 mana should be no problem, 4/6's are always welcome, and it's a slower format so you can stock up and hoard enchantments to play when you want to use the ability. But you also might not draft that many good enchantment cards that you want to play in your deck. I mean, it's Journey into Nyx, so you'll probably get a bunch of them. But it could be hard to get the right mana curve and field setup to cast everything you want in just the right way to remove a bunch of weak creatures.

Doomwake Giant's got potential, I'll give him that. But it'll be a lot of work to get him to have a big impact. Still, could be worth it in the right deck, maybe with some Flicker-style effects.

Constructed: 2.5
Casual: 3.5
Limited: 3.5
Multiplayer: 3.5


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