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Pojo's Magic The Gathering
Card of the Day


Image from Wizards.com

Chamber of Manipulation 
Odyssey Uncommon


Reviewed July 5, 2004

Constructed: 1.8
Casual: 2.2
Limited: 2.8

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating

Click here to see all our 
Card of the Day Reviews 


Chris
Gerhardt

* game store owner in CA, ShuffleAndCut

Chamber isn't something that you will see happening in constructed...and yes, I will go out on a thick limb here...ever.  Losing card advantage for a non-permanent ability isn't one of Blue's favorite things to do.

In limited, it could be a stall tactic, or could be used to blast your own creatures through.  Not horrible, but I would probably be looking for something else to play in my deck's slot.

In casual....no.
  
Constructed: 1.5
Casual: 1.5
Limited: 2.5

   Current Price:
Chamber of Manipulation - Odyssey - $0.59
 


Judge Bill

*Level 2
MTG Judge

*game store employee

Chamber of Manipulation

Well, last week was land week. This week is "enchantments that go on to land
week."

Today's enchantment is a blue enchantment from Odyssey. You can tap the land
and discard a card, and gain control of a creature until end of turn. This
does not give the creature you gain control of haste, however, and that is
one of the big problems of this card. That makes this so you can only block
with the creature. Fine in limited, where you can discard a land to either
make their fatty not attack, or take one of their creatures as a chump
blocker. But in constructed, blocking means totally nothing. That makes this
card unplayable.

Constructed: 1
Casual: 1.5
Limited: 2.5
Jonathan
Pechon


2 Grand Prix Top 8's

Multiple Pro Tour appearances

Chamber of Manipulation

 

This never really made much of a dent in constructed; frankly, most Enchant Land cards aren’t going to.  A card that borrows a creature that you can’t attack with most of the time is not going to make you happy.  Pass.

 

I see this having a bit more amusement in random games when you can run it with fun stuff like Ashnod’s Altar or Nantuko Husk or whatever.  While this doesn’t do much of anything with Mental, it’s definitely a bit of fun in group games.  “Hey, you there with the Akroma, gimme!”

 

On the other hand, this worked out as a fantastic card in limited, serving to pull blockers out of the way while helping to fuel Threshold or Madness in your draft deck.  It also worked to combo with a number of other cards in the block (like Animal Boneyard) to do a series of bad things to your opponent’s creatures.  It was okay on its own, but it was rather good considering the rest of the cards at your disposal.

 

Constructed: 1.5

Casual:  2.5

Limited:  2.5

 


Jeff Zandi

5 Time Pro Tour
Veteran

Chamber of Manipulation
Although I never found any use for this card in serious constructed formats,
Chamber of Manipulation was a serviceable, if not exciting, card in limited.
At first glance, it seems great. A land enchantment that lets you repeatedly
grab another player's creature. Then the bad news starts hitting you. you
are only TEMPORARILY grabbing their creature, their creature does not untap
or gain haste when you grab it, every time you activate this ability it
costs you a card. Finally, the use of this card ties up a land card too.
Mostly, this card was a stall strategy used primarily to keep you alive a
few more turns while you hopefully found an answer for their most dangerous
creature.
CONSTRUCTED: 1.5
CASUAL:              2.0
LIMITED:             3.0
 

Ray "Monk"
Powers
* Level 3 DCI Judge
*DCI Tournament Organizer

Chamber of Manipulation

 

This card was a king of tempo control in limited format. When this card got played, the game ground to a halt, and every attack became a risk. All of a sudden you had to figure out what creature they would steal, and if they would use it to block one of your other creatures, giving them a two for one. Even worse, if they had a way to sacrifice creatures, this card became a poor man’s Wrath of God. In constructed, the card was just to slow and susceptible to removal to be of any good, and in casual, well, no one wants you to steal their creatures, so this card just puts a target on your forehead.

 

Constructed:             2

Casual:             1         

Limited:            4 

 

Jason
Chapman
Chamber of Manipulation can be a powerful force in controlling the ground game. In many ways it turns any land into a super Maze of Ith and it can allow for some great tricks when you are able to sacrifice the creatures you steal. In addition, you can make use of the end-of-turn-loophole to gain attackers during your turn. On the downside, the card is fragile like most enchantments, requries you to discard, and at 4 mana it isn't good against fast aggressive decks. Still it is a solid card and a great option for players without money or access to similar effects.

Constructed - Solid but the utility and efficiency isn't great - 2.5

Casual - A really great card allowing endless hours of fun and tricks - 3.5

Limited - Double color mana but a solid pick for a creature based format - 3.5

PEZ - Generally this is too slow and not worth an Uncommon slot - 2.0

 
Chase

Secret Squirrel on the Pojo.com
Message
Boards

Chamber of Manipulation
 
This has always been a strange card to me.  It’s always been sitting on my card table with nothing to do.  Giving up a land for that turn, a Counterspell (for that turn in effect for playing this), and a card from your hand you get to steal a creature.  Stealing creatures has been cool, but never a great idea.  Stealing whole turns is much better. :p This never saw any play that I know of (but hey, it’s what I know, so it might not be right) in constructed or limited.  Always a card with a neat effect that no one ever used.  Stealing a roar token could be neat, but meh it’s only one turn, and you had better gone first, or have this on turn 4.  Otherwise, you’d probably be dead.
 
In casual, if I wanted to steal a creature, I’d probably steal it permanently (Confiscate).  Still this isn’t bad, just something I never liked.
 
Constructed: 2
Casual: 2.5
Limited: 2
 

w00t
Chamber of Manipulation -
 
To start off, Chamber of Manipulation is one of my favorite cards in terms of uses you can make with it. It's just a fun card to play with or build around, now on to the review.
 
Constructed - Okay, Chamber of Manipulation really isn't too hot in Serious constructed. Its ability just isn't to useful. Now, if it costed U less,  and gave haste, it might see some play :). But as it is, no deck has the need for it.

Casual - I actually have a deck built around this on MTGO. The card has many a' uses. You can use it to steal a creature, than sacrifice it with: Skulltap, Primal Growth, Bloodshot Cyclops, Animal Boneyard, Dispersing Orb, or Phyrexian Altar. Thats 1 card from each color, + an artifact. And there are TONS more from each color aswell. So you have another way to kill a creature? So what. You can also use it to stop blockers, or stop them from swinging, when you don't draw the sac. spell needed. Even without its helpers it has uses.
 
Limited - In OTJ limited, there was only a few ways to deal with an Iridiscent Angel. Edict.. Blood.. And Chamber. Chamber enchants the land, and gives it the ability. Angel doesn't have Pro Land, so its the only sure way to stop the Angel for whoevers combat phase it needs stopping for. Chamber is also an okay way for slower decks to get built up before having to lay everything out.
 
Constructed - 1.5
Casual - 3.0
Limited - 2.5
 
 

 

 

 

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