
Mistrise Village – Tarkir: Dragonstorm
Date Reviewed: April 15, 2025
Ratings:
Constructed: 4.25
Casual: 3.5
Limited: 3
Multiplayer: 4
Commander [EDH]: 4.5
Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.
Reviews Below:
Mistrise Village got some quick attention because of its ability to make a spell uncounterable, which is a fairly rare ability to see on a land; to my knowledge, Boseiju, Who Shelters All is the only comparable ability. It’s not an exact 1-for-1 comparison: this works on anything, but it does demand effectively a two-mana investment to make the spell uncounterable, while Boseiju is more limited in what it protects (and costs life0 but also pays for the spell as you’re casting it with protection.
That said, Mistrise Village stands on its own merits. It can come in untapped without a lot of difficulty if you plan with it in mind, and it draws blue mana pretty reliably. I’d say this is definitely a land that’s going to have a lot of consistent interest, and might be one of the cards with the best long-term Constructed prospects; it’s not an easy and to search, but it can easily hit play untapped and provides reliable mana with a bit of upside in a pinch.
Constructed: 4.25
Casual: 3.5
Limited: 3 (not dead here, but countermagic is not exactly common in Limited)
Multiplayer: 4
Commander [EDH]: 4.5 (can slot into any blue deck, and making sure that spell can’t be countered is quite worth it)
If this card had come out in the early to mid-2000s, when counterspells were undeniably the best or near-best strategy in multiple formats, it would have been a $25 card on release. It would also have been the subject of many jokes and complaints about how it’s in the color that’s also best at counterspells. We can still make the latter, but the metagames in question are rather different now, and you’re almost certainly not going to have to worry about someone doing their best to counter every single spell you play. That doesn’t mean the card isn’t going to be good. In fact, I think it will have good prospects in combo and synergy decks, as long as they’re willing to tie up a little more of their mana than usual on critical turns. That’s not necessarily a given in that kind of deck, but if it makes the tier of combos that are slightly too fragile a little more able to compete, it’ll still have proven itself.
Constructed: 4
Casual: 4
Limited: 3
Multiplayer: 4
Commander [EDH]: 4
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