Iymrith, Desert Doom
Iymrith, Desert Doom

Iymrith, Desert Doom – D&D: Adventures in the Forgotten Realms

Date Reviewed:  September 8, 2021

Ratings:
Constructed: 3.75
Casual: 4.00
Limited: 5.00
Multiplayer: 3..67
Commander [EDH]: 3.88

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

Iymrith is interesting for a couple of reasons. For one thing, the style of dragon represented by D&D’s blue subtype is rare in Magic. For another thing, it’s been quite a long time since we got a creature that let you draw a card on combat damage and was also so resilient – most such creatures have not more than 3 power and around the same toughness. It occurred to me to compare Iymrith to Thieving Magpie, which dominated many tables in the late 90s because it blocked so well and provided evasive card advantage. Those stats might end up being able to do the same thing in a modern context, and the saboteur ability will at the very least keep you ahead if you’re winning.

Constructed: 4/5
Casual: 4/5
Limited: 5/5
Multiplayer: 4/5
Commander: 4/5


 James H. 

  

Iymrith is a nice, removal-resistant big dragon with a good draw effect if you can land a blow. Drawing one card is neat enough, but Iymrith gets you to three cards if you have fewer than that, which is quite a spurt in a long game. Vigilance makes this dragon even better, of course, but resisting a fair amount of spot removal on top of evasion and a decent body make this a reasonable enough play and a good way to grind out a game.

Constructed: 3.5
Casual: 4
Limited: 5
Multiplayer: 3.25
Commander: 3.75


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