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Pojo's Duel Masters Card of the Day

Image from Wizards Duel Master site

  Miracle Quest

Card #19

Date Reviewed: 02.11.05

Constructed Average Rating: 3.95
Limited Average Rating: 3.35

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

Lee Sandow

Tomorrow is the big tournament of the five civilizations, which I am TOTALLY pumped for, so I'm really excited today.  I plan to get revenge this time.  As for today's COTD, we all get to review one of the most powerful cards in Survivors.  Many people wanted this card nerfed (watered down, made less "broken", altered), and were shocked when it wasn't changed a bit.  Personally, I have no qualm with this card.  It is very nice, but it seems not to see any play in my area.  I don't know why.


Miracle Draw

Cost:  3

Civilization:  Water

Card Type:  Spell

  • For every shield of your opponenent's that your creature breaks this turn, draw two cards after the creature finishes attacking.

Flavor Text:  "Can't nerf me!"

Mana Generated: 1

Rarity:  Uncommon

Card Number:  2#/55


This can be an INVALUABLE asset to a deck that likes hand replenishment.  It might also work well in a rush deck that uses blue.  A mono blue deck might see this card in good use.  I'll get to this below.  Let's look at the individuals.


Civilization:  It's a water spell.  It requires water mana.  Use it in a water deck, or a deck that has enough blue for you to have a blue mana.  This really doesn't require alot of explanation.


Cost:  This can be dropped on the third turn.  If have several creatures on the field but then, you can drop this guy and draw an OVERWHELMING number of cards and get ahead of your opponent.  Mid-game, this allows you to quickly replenish your hand, and at the low cost of three mana, several cards can be played per turn.


Abilities:  W0w.  That's all I have to say.  For each of your opponent's shields that one of your creatures breaks this turn, you get to draw two cards.  EACH SHIELD.  ALL YOUR CREATURES.  This allows you to potentially draw several cards in a turn.  Got a double breaker?  Nab four cards.  Got a triple breaker?  I pity your opponent.  Got a small army on the field?  Once again, I feel your opponent's pain.  Card draw is nice, and this takes away some of the pain that comes from giving your opponent hand advantage by breaking their shields.  This way, you get cards too.


On a rulings note, you are allowed to draw, but not required to.  Even if you break three shields, you may opt to draw for all, one, or none of them.  Just remember, you must draw in sets of two.  No fair only drawing three or one.


Ok, now that I’ve reviewed these stats,  and stated these rulings, let's see how they stack up. 


Constructed overview:  1337 Pizzownage.  A well built deck, that uses this effectively will find itself drawing an unrealistic amount of cards every time they use it.  Even if you only break one shield, you still get two cards for less than the cost of Brain Serum.  This card is great, EXCEPT when you can't get to their shields.  If they kill all your creatures, or simply stop you with a lot of blockers, then this card will do you NO good.  When it does work, however, the results can be amazing.  4.5/5  


Limited overview:  In a draft tourney one time, I summoned a Triple Breaker.  Then I used this to draw six cards.  Incredible.  Hand advanatage is key in limited, and since this is the best form of draw power in the set, you'll find yourself wanting to use this. In fact, you have no reason not to use this.  4/5


The Tournament of the Five Civilizations Approaches.  My Revenge is at Hand!!!


Miracle quest is a very interesting card, and one of
the first "kicker"
cards. A kicker card gives you an extra bonus for eack
shield you break
the turn you cast it.

Anyway, here's the specs on it

Card Type: Spell
Color: Water
CastingCost: 3
Mana Value: 1
Effect: Whenever any of your creatures finishes
attacking this turn, you may draw 2 cards for each
shield it broke.

Sounds pretty nice to me, the casting cost is
reasonable, and the
pay out is great, it's like a brain serum for every
shield you break!

The only draw back I can think of is the fact you
can't use the cards
you draw til next turn.
That's not so bad considering you couldn't cast brain
serum til the
next turn anyway!

If you're running brain serum currently, try this
instead. If your deck needs a little extra drawing,
playtest this little bugger.

I would recomend snapping this up in draft, too.

Anyway, the scores are:

Constructed: 4.0
Draft: 4.0
Art: 2.5 (I don't get it.)
Until next time, gg...

Knives101 Miracle Quest

For three mana you can potentially draw four cards. Sounds pretty good.
Unfortunatly you need to be able to take two sheilds in order to do this.
Unless you are very lucky your opponent will kill your creatures or play blockers to stop you from taking sheilds. Whenever I take sheilds I usually make sure that my creatures are safe from being blocked (or attacked during my opponent's turn). Doing so means that I have to cast a spell to clear my opponent's side of the field. Either that or I'm busy casting an evo to get around kill spells. Most of the time I just don't find myself with three extra mana to spare on this spell. Sure I could attack with my Tribe, and my Hulcus to draw four cards. But my opponent gets two cards from his sheilds.
Also Tribe and Hulcus will be dieing next turn due to my opponent's Horrid Worm, and Brawler Zyler. So in the end I've traded two creatures for two cards in my hand. To top if off I've just ignored my opponent's Horrid Worm.
So now I'm in serious trouble. At any rate this card isn't worth the trouble. I'd much rather just play Marinomancer, Twin-Head, Pychic Shaper, Mist Rias, or Merfolk for massive draw.

Rating: 3
White Wolf Miracle Quest

Today's COTD is Miracle Quest, a card that works a lot like Brutal Charge. Instead of getting a Creature for each sheild you break, you get to draw 2 cards. Sadly, I don't see this working too well. The reason Brutal works so well is that it's used in Aggros. Blue usually isn't an Aggro until turn 6 when Lancer comes out. When lancer DOES come out though, you will need to pay that additional 3 mana, a grand total of 9 mana. For Blue players, there are much better options for Draw Power. Just use Serum, Merfolk and crew.

Constructed: 4/10 - It can be useful sometimes, but there are better draw options for Blue.

Limited: 7/10 - Here, draw power wins games. You will be hitting sheilds often with the lack of blockers in Survivors (5 total in fact). Drawing 2-4 cards for 3 mana is good to me.
Mohamed Alhendy Today’s card is Miracle Quest. This card was one of the most highly anticipated cards from the Survivors set in many places, including my local playing grounds. Everyone carried the dream of drawing 2-4 cards on turns 3 and thus having no draw problems. Anyway, this cards a common, so if you ever want to use it, you should be able to pull 4 of it pretty easily. Anyway, onto the review:

Miracle Quest costs 3 mana, so it’s a quite cheap form of draw. Assuming you get extremely lucky, you might be able to play Deadly Fighter Braid Claw turn 1, Emeral turn 2, then play a Miracle Quest turn 3 and draw 4 cards.

However, that is the best possible scenario for Miracle Quest. The chances of that ever happening are extremely low. Furthermore, due to today’s Meta, you’ll almost always face a deck packing at least 4 blockers, meaning that attacking shields early is even harder. If you pull off miracle quest late game, it’ll be quite useless. Usually by late game, you’ve either won or lost, and no amount of draw should change that.

Overall, this card is best suited for water/fire rush decks. Keep away from control decks though, it’s a waste of space there.

Constructed (Rush Deck): 4/5
Constructed (Control Deck): 2/5
Constructed (Any other deck): 3/5
Limited: 3.5/5 (Harder to build field or finding good/quick cards here, but much less blockers too, so easy to pull off.)

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