Duel Yammers Fan Tips_In Defense Of Dimension Gate and Natural Snare_cecillbill In Defense of Dimension Gate and Natural Snare by cecillbill If you run a Nature or a Nature Combo deck, then you may have heard people say that Natural Snare and Dimension Gate are unplayable cards. The main arguments against playing these cards are as follows: 1. Natural Snare is a useless card because you give your opponent mana and it isn't as good as Darkness removal, and 2. Dimension Gate isn't a sheild trigger that immediately changes the field (like say in the way that Holy Awe does via tapping) so it's not worth playing. While it's certainly true that you slap mana down for your opponent with Snare and that Gate isn't a board changing shield trigger, these cards do not suck if you know how to make them 1. change the pace of the game, and 2. smoove over the flow & flexibility of your strategy. Strategy involves thought more than it does action. Dimension Gate and Natural Snare are some of Nature's spells for strategists, those who "think" before they "do." Contrary to popular belief, tossing your opponent's fattie that he just cast or has in play into his mana zone is devasting and doesn't help him nearly as much as you think. So what if you give him mana to cast another Bolshack on his next turn? If he brings another Bolshack out on his next turn, that Shaq has summoning sickness. He can't hit you until next turn. And you know what that means--you've bought yourself some time to set up Blockers or remove another threat or bring out your fattie who may be able to attack sooner giving you a leg up shield hitting-wise. That Bolshack you tossed into his mana zone on a turn would have been able to attack you on the turn your opponent has to cast another. You've slowed him down a bit and changed the pace of the duel. Instead of two Shaqs to deal with, you only have one. As the song goes, one is the loneliest number...and better odds for you. It's a trade off that can work in your favor because of summoning sickness and catching your opponent off guard. I've had Urths put into my mana zone and it messed up things for me in terms of timing and options because anything can happen in that 1 turn you wait to attack with another fattie (provided you draw one next turn or have another in hand). What happens if my other Urths are buried deep in my deck when the one I have in play is Snared? I know the chances of me pulling another are increased when I run more than 1, but when he comes out he won't be swinging at shields. During the turn before another fattie is cast, your opponent could bring out a big blocker or his fattie. If you are playing against Darkness, Snare prevents cards like Dark Reversal from bringing back a Snared fattie since he's mana now. Snare is also something sweet for those tricky guys that are very hard to kill otherwise ie Aqua Knight. Think of Snare as a way to change the pace of a duel. It can create a turn-long lull in attacks and is beneficial if it's triggered so you can use your mana to summon something useful instead of hard casting it (it's cheap so it's really no problem to cast). When you see Natural Snare in that light, you realize that mana giving via fattie removal is not a stupid play. It's the only way in the game right now to say "bye-bye fattie" for good. Dimension Gate is also very playable. In a Fire/Nature build I've run that gets out some of the game's earliest Double Breakers--Beetle and Bolshack--super quick, Gate is a key link in the chain to the deck's speed and strategy. The obvious ulitlity of Dimension Gate is it can fish out a fattie you need if one hasn't come into your hand early enough through a draw. This is especially good if the mana is all there to cast the creature you searched for on the same turn you got him out of the deck or next turn. By using Gate to fish out a fattie or a creature with removal (Rothus), you set up your hand to deliver the madness faster than just relying on draws. Let me highlight this again: You set up your hand. Although both you and your opponent know what lies ahead in terms of the creature you fished from your deck, which some see as another drawback, that doesn't mean your opponent can deal with that creature when you bring it out. In a Nature deck chances are the fattie you fished won't have to wait long to be cast. Early threats are good threats, even with all the removal in the game already. Being a good duelist means knowing how to work your hand, and Gate can help smoove out the kinks of bad draws or slow draws. Many experienced card gamers know that deck speed via searching/thinning & draw power are the facilitators of victory. Gate lets you get a free draw outside of the draw phase if triggered. There are better ways to do it in the game (Water Civ), but if you run Nature this is a good card to deck. This brings me to my next point--the real reason why Dimension Gate does not suck. By far the most overlooked benefit of Gate, and it's hidden beauty, is foresight. I'm not talking about just knowing which fattie is going to be cast soon. I mean knowing all the cards you have to work with during the duel; getting to see your whole deck as you choose which creature to put in your hand. Remember that off the bat 5 cards are unavailable to you until they are hit and you don't know what they are beforehand. With Gate you can see what's in your deck while fishing out your fattie. The "knowing" doesn't stop there. If you are going to hard cast Gate, gaze over into your graveyard first, then check your hand. Now cast Gate and search your deck for a creature. While doing this take a mental note of the all cards at your disposal in your deck. Guess what? You now know what shields you're working with even though you don't know their order. If Gate is triggered, just be sure to have noticed what cards have been sent to the grave (which you should be doing anyway) and search your deck while checking out what's available to you. Either way it's the same outcome--you know what you have to work with while dueling. If you don't see an Urth in your deck and he's not in the grave, don't count on using him just yet. Your friendly Purifying Elemental is a shield. This usage of Gate amounts to more advantages when setting up your strategy or being able to switch gears before it's too late if your original strategy is doomed (like if all your fatties are shields). It doesn't matter that your deck gets shuffled, now you know if you can cast a Snare or bring out a Great Horn because you've seen it in your deck or not. If you know the contents of your deck inside and out, then this is strategy par excellence. You get to think many turns ahead. That's the true beauty of Gate. Before you dismiss a card as being totally unplayable, take the time to see how it would even be remotely useful in a deck. Not just your deck, but your opponent's deck too. Just because you won't run a card to save your life doesn't mean you won't be the guy on the other end of the table getting your Urth pitched into your mana zone like a peeble. Knowing how the cards in the game work in tandem with others is the key to dechipering your opponent's strategy and developing your own. In a Nature or Nature Combo deck, Snare and Gate can shine. Yes, there are cards that really don't have justifiable playability at this point in time *cough* Seamine *cough.* But, Natural Snare and Dimension Gate are not one of them. \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ Hum...Crunchy. Feel free to email me with non-flame comments at kaiserpso@hotmail.com. I can't possibly see ALL the angles on the subject. Opinions about every card vary from person to person.