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||Ur Pale, Seeker
Date Reviewed: 01.03.05
Constructed Average Rating: 1.7
Limited Average Rating: 1.5
Ratings are based on a 1 to 5 scale
1 being the worst. 3 ... average.
5 is the highest rating.
This marks the
beginning of “Light Cards that Lee doesn’t
like” week. This review is going to be a
little shorter than usual, because I don’t
know WHY we are reviewing this garbage.
Ur Pale, Seeker
Creature Class: Light Bringer
As long as
all the cards in your mana zone are
light cards, this creature gets +2000
Flavor Text: “What
will we do if it finds the sunlight?” –
Go towards the
light… And into my shoebox. And don’t
expect me to let you out ANY TIME SOON.
Civilization/Race: He’s light, and
proud of it. He’s a Light Bringer, which
makes him even more attached to the light.
This is obvious in his ability, which I’ll
get to shortly.
Four Mana is an area usually reserved for
GOOD cards. Not too bad, but this is where
creatures start getting pretty good.
He gains extra power if all your mana is
light. Clearly, he belongs in, AND ONLY IN,
mono-light decks. The extra 2000 power will
make him able to deal with most threats, but
he’s still weaker than most mid-range
attackers, and nearly all evo’s.
2500 power for four mana sucks. 4500 power
for four mana is OK. In mono light, which
is basically Diamond Cutter, we already have
a 4 turn drop, Dia Nork, which is stronger
Ok, now that
I’ve reviewed these stats, let’s see how
they stack up.
overview: He only belongs in a
mono-light deck, which is what we all call
Diamond Cutter. He just doesn’t fit the
theme of light at all. Unless you have some
weird, hybrid deck that mixes light
attackers and blockers, then this guy is
pretty much very out of place. He just
doesn’t fit light’s theme very well at all,
so I’m afraid I can’t rank him very well
Out of five, I’d
rank him 1.5/5.
overview: In this format, there is NO
CHANCE that you will draft nothing but
Light. It just can’t happen. So, this guy
will be four mana for 2500 power. While
this guy can destroy most of the other power
up creatures (which all are only 2000
power), he can be easily felled by many
other four cost creatures from this set.
Once again, you can do better than this.
Draft him only if you must, and make mana
out of him whenever possible. 2/5
Light Week” Continue Tomorrow!
(Top 4 at
2004 GenCon - Indy
Ur Pale, Seeker of
...should be called "Ur Pale, Seeker of the Trade
Binder" because that's where Ur Pale was when mono
decks were all the rage and that's where he'll be
pretty much forever (unless, you know, there's a
miracle or something).
Ur Pale gets +2000 power when all your mana cards
are Light. Sounds promising in a mono-Light deck,
right? Wrong. Even when a "mono" Light deck took top
honors Ur Pale wasn't playable. That's due to at
least 2 things:
1. The most robust Light based decks splash. Light
has some great tricks, chiefly Awe and Cutter, but
all that trickery gets even better when you're able
to pair it with removal and discard. Afterall,
Paladin is a mere 4 mana itself and it totally
disrupts Mono-Light's stall tactics. You'll need
soemthing to rest on other than Cutter and Awe.
There goes the 2000 bonus out of the window. Only,
you've paid 4 mana for a 2500 creature that has
summoning sickness, that can't be evo'ed (right
now), and that can get slammed by creatures costing
half its asking price. Ur Pale does nothing for your
offense that can't be better achieved playing
something cheaper from Fire or Nature.
2. Mono-Light's midgame is reserved for and is best
at defense & "tricks."
If you're concerned with power in a mid-game
creature that can attack players without Cutter,
then don't play mono Light--go Fire/Light or
Nature/Light and run some pumped up cheap hitters
that you'll want to protect and evolve. If you want
to stay only with Light, then at the 4 spot you're
better off running Fonch, Kolon, Magris, Sundrop
Armor, Dia Nork or even, and I really don't think
you should play it but it's still better than Ur
Pale, Moonlight Flash. You can re-enforce what has
always been Light's claim to fame--tapping. Tap a
cheap drop and kill it. That's a great 4th turn play
for Light as would be drawing a card with Magris or
setting down an Awe with Sundrop. Ur Pale just isn't
Contructed: 1/5. Too little, too late.
Limited: 0/5. Yeah, like you'll ever have a
mono-anything deck. Keep dreaming.
In a mono-Light deck it's not a phenomenal thing to
have 4500 power for 4 mana unless the creature has a
good effect. If it where, then players would have
flocked to Lok, Vizier of Hunting a while back
because it has 4000 power all the time for 4 mana
and could--in a really bad setup--be evolved into
Sieg Balicula. Where power is a major concern for
Light it usually entails a blocker creature or a
late game fattie--either a creature you'd willing
lose a blocker to protect or a creature you'd have a
great chance of using to block attacks multiple
times. Ur Pale is neither.
Constructed: 1/5. 4500 midgame is that not good. It
could be on a creature with a solid effect, but the
power boost is Ur Pale's effect. Blah.
Limited: 1.5/5. Okay, 4 mana for a 2500 creature
isn't as bad here depending on whatever else you've
got going for your 4 drops.
None at the moment.
[Where To Deck]
It's effect is tailored for a mono Light deck, and
when playing Constructed it should only appear in a
mono-Light deck. But, it's not good for Mono-Light.
I'll rest with saying: don't deck Ur Pale unless
your card pool is very limited.
[Some Cards To Deck Instead Of It]
Fonch, Kolon, Magris--all worthy 4 mana Light
creatures in certain decks.
[Format Ratings Overall]
Constructed: 1/5. It missed the mono-Light boat by
10 minutes and has been stuck at shore ever since.
Limited: 0.8/5. It's effect means nothing here. Go
over your card pool in Sealed to see what else
you've got going for 4 drops. If you have nothing
then run with it. It can break shields and kill
quite a few hitters. In Draft, I wouldn't bother
unless there was nothing else to pick and I wanted
many Light cards.
Ur Pale, Seeker of
Sunlight - Common-#11(DM-03)
Well today people we
have Ur Pale, Seeker of
Sunlight. Now before I start I didn't pick this
card cuz its good (on the contrary) or cuz we
haven't done it yet (which we haven't...) but
because its the sunlight to me represents a new
beginning and that is what a new year is... a
Well ok its the
closest I could get to it, there isn't any Jon
Doe, Seeker of New Beginnings for heavens
sake... well anyways to the review.
Pale, Seeker of Sunlight is a rather... useless
card for light. It currently really doesn't
have any reason to put it anywhere at the
moment... well no I shouldn't say that, I guess
if you make a light beat down (unlikely) it
would be a pretty good card, but compared to all
the other cards with the same mechanic it isn't
constructed- 2/5 not
the best card in the world but its ok
limited- .5/5 I
doubt that you would play mono in a limited
enviorment, in any game for that matter
Final Thought- none
to day folks
Well this week we are reviewing a bunch of less than
great light cards. Ur Pale costs four mana, and has
4,500 power if you are a light deck. Big deal.
If you want extra power for four mana, then go with
Dia Nork. If you are going to pay four mana for a
card, then it better have a decent ability tagged
onto it, or be extra strong. Ur Pale is just a
vanilla creature with 500 more power tagged onto it.
In other words, it's just as useless as Tri-Horn
Ur Pale, Seeker of Sunlight
I wish this thing was playable. Sadly, it’s not.
You will have a hard time using this if you aren’t
splashing. If you’re not splashing in light, you’re
probably using Diamond Cutter. This guy just doesn’t
If you get his effect, he’s a 4 for 4500. That’s
above average for cost efficiency, but isn’t that
much of a help. His type has no support, making the
entire card almost useless.
Other than that, there isn’t much else to say. =/