Dream Devourer
Dream Devourer

Dream Devourer – Kaldheim

Date Reviewed:  February 2, 2021

Ratings:
Constructed: 3.25
Casual: 3.67
Limited: 3.50
Multiplayer: 3.13
Commander [EDH]: 3.50

Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.

Reviews Below: 



David
Fanany
Player
since
1995

Some of the best cards in Magic are those that can do multiple different things in their normal function, and that makes Dream Devourer worth at least a second look. Its ability to grant any card in your hand foretell is somewhat more limited than some cost-reducing mechanics – it’s no Jhoira of the Ghitu, or Summoning Trap – but for many cards, there’s a good reason they cost five or six mana rather than three or four. While such a reduction isn’t as immediately devastating as taking an Eldrazi’s cost down to one or two, it can severely mess with a lot of decks’ gameplans. Boosting the Devourer’s own power is likely incidental to some of the decks that might make use of it as a combo card, but it definitely keeps it relevant in limited play, as well as the less-linear type of decks.

Also, if this is who you have to ask for tidings of the fate of gods and men and dwarves, perhaps it’s better simply not to know.

Constructed: 3/5
Casual: 3/5
Limited: 3/5
Multiplayer: 3/5
Commander: 3/5


 James H. 

  

Dream Devourer is interesting. If you have expensive spells, this offers a way to get a discount on them in a future turn while furthering immediate plays by giving it a power boost; you’d need to foretell multiple cards for this to be really impactful as an attacker, but a 2/3 body is fairly sturdy early. In theory, this would let you power out a six-drop spell on turn 4, which is quite a nice way to curve things if need be, and it still sees the power boost even if a foretold card has the ability innately. There are a lot of interesting angles for Dream Devourer to attack; while it’s a mediocre attacker at best, foretell makes for some fun times if you choose the right cards to stow away, and there’s sometimes value to be had in paying for a spell over multiple turns.

Constructed: 3.5 (seems a bit more cute than good here, but it has some interesting tricks, and it might be powerful if foretell makes it in constructed play)
Casual: 4.25
Limited: 4
Multiplayer: 3.25
Commander: 4 (being in a format with fast mana rocks helps this out a lot, as you can foretell multiple cards in one turn to make this swole early)


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