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Power Conduit 
Mirrodin Uncommon

Reviewed April  13, 2004


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

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* game store owner in CA, ShuffleAndCut

Power Conduit asks to be combo'd. Here are some suggestions listed by our CotD reviewers:

Magistrate's Scepter - If you can get this thing going with a lot of counters on it, you could end up never giving your opponent another turn.

Decree of Silence - Counter everything! Just keep removing the depletion counters with Conduit.

Sun Droplet - Transfer its counters to more usable places.

Spike Weaver - Stop all combat damage each turn your opponent attacks. Lots of Spikes to chose from.

Mirrodin's Core, Core Tapper, Dismantle, Darksteel Reactor - Combolisious!  Use the other cards to add counters to the Reactor... then use Dismantle to double up the counters!  As Danny Tatro explains below, since the Reactor is indestructible, when you Dismantle it, it doesn't die, but it still distributes its counters, back onto itself, of course. If it had 10, it now has 20 and you win. =)

Magistrate's Scepter - If you can get this thing going with a lot of counters on it, you could end up never giving your opponent another turn. Use this with the cards mentioned above to get its full potential going.

Constructed: 2
Casual: 4
Limited: 1
Current Price: Power Conduit $0.71

   Combos well with:
Decree of Silence - Scourge - $2.70
Sun Droplet - Mirrodin - $0.74
Spike Weaver - Exodus - $3.86
Mirrodin's Core  - Darksteel - $1.78
Core Tapper  - Darksteel - $1.13
Dismantle  - Darksteel - $0.69
Darksteel Reactor  - Darksteel - $5.37

Hey Fans... I'm going to try something new here.  Do you have a combo idea?  Send me the name of the cards involved, and I will consider posting it on my CotD spot.  Just make sure your email Subject looks like this:   Pojo CotD Combo - (card names)
Email me HERE!!!

Judge Bill

*Level 2
MTG Judge

Tuesday - Power Conduit
Another combo-licious card. This works well with any of the Arcbound creatures, Darksteel Reactor, Spawning Pit, Aether Vial, Mirrodin's Core, and many other cards. Again, not a card for limited or competitive constructed, but even better than yesterday's cards for casual.
Constructed - 1
Casual - 4
Limited - 1


* Scrye writer since 2002

This card can be used in a lot of ways. You can play it with cards that have modular. Or play it with cards that get tokens every turn. You can also combo it with cards that untap a permanent to get multiple uses out of it every turn. Also, with it being so cheap to cast, you can fit it into a lot of different decks. Too bad it only works for counters you control :)

Constructed: 2
Casual: 3
Limited: 2

Jeff Zand

5 Time Pro Tour

Level 2 Judge

Power Conduit

This is a card that some mages are playing in their limited decks, but DON'T
MAKE THE SAME MISTAKE. The uses of this card in limited are so, well,
"limited" that Power Conduit simply isn't wasting your time with. Some
people make the mistake of thinking this card can move +1/+1 counters, which
it cannot. It would be a dramatically better card if it could. In
constructed, this card's value remains very narrow. Strictly casual.

CASUAL:            2.5
LIMITED:             2.0

Ray "Monk"
* Level 3 DCI Judge
*Game Store Owner (Gamer's Edge)

Power Conduit


Iím a big fan of funky casual cards as much as anyone else, but I have to admit I donít like this card very much. By its ability being a tap ability, its not very good for combo decks, and it not powerful enough to be useful in limited and constructed formats, unless your opponent is really bad at seeing obvious plays or can not do math, and in casual, the concept just does not appeal to me. Iím supposed to write at least a paragraph about each card, so Iíll close this with I WISH THIS CARD WAS BETTER!


Constructed:                 1

Casual:                         1

Limited:                        1


* Level 1 DCI Judge

*game store employee

* gaming for over 15 years
Power Conduit

Power Conduit is one of the cards that really excites the deck builders that like to make build funky combo based decks. One of the most common decks that tried to abuse this card was based around Power Conduit plus Decree of Silence. You can remove a counter from the Decree of Silence and have a counter spell enchantment that is dang near impossible to get rid of. I have also seen the Power conduit used with Sun droplet to make creatures bigger. itís a decent card in type two if you put it in the right style of deck and in casual play it can be lots of fun. In limited play I donít find it as useful because you really need to build around it to be special.

Constructed 2
Casual 3
Limited 2


2 Grand Prix Top 8's

Multiple Pro Tour appearances

Power Conduit


On first impression, people had been playing this as if it generated +1/+1 counters out of thin air.  Considering that this would make it substantially better than Dragonís Blood, a card of the same commonality in the same set, it seems almost humorous to look at it in this vein.  You might want to try pairing this with Darksteel Reactor and the various other toys that go into that deck; thatís the best I can do with this.


Casual Reactor decks have to have some sort of fun, and this helps.  The number of conceivable uses for this in casual play are fairly endless, so I wonít try to get into it in detail; just think of Spikes, and Merseine, and other wacky cards that use counters.  Itís ignorable in Mental Magic, so donít try.


Draft does not offer this card an avenue of use.  Maybe if it let you steal counters from your opponentís stuff it would be more usable; as it is, itís a 15th pick.


Constructed:  1.5

Casual:  2.0

Limited:  1.0


Secret Squirrel on the

Power Conduit

An interesting card. It can move around counters. It can speed up the process of adding counters to things, ex: things that add only one counter during your upkeep are sped up.  You can make the phantom creatures stronger, especially if you have Setonís Desire on one: make one unkillable (almost) and beef up your other creatures. It also only costs 2 mana to play. I canít think of any other combos though.

In serious constructed, it doesnít have much of place, because there is no real use for it. There arenít too many creatures you want to move counters around.

I haven't tried this in limited, mainly because it's too situational.  There aren't enough counter producers that could turn into enough +p/+t to make a difference. 

Constructed: 2
Casual: 3.5
Limited: 2
Danny Tatro
Power Conduit
In casual you could play with Mirrodin's Core, Coretapper, Dismantle, and the centerpiece Darksteel Reactor. For those who wonder why Dismantle is in here, you can Dismantle Darksteel Reactor and since its indestructible it will live through the destruction and move on to putting the counters on something... the Darksteel Reactor itself! You can double your counters on Darksteel Reactor with one Dismantle! Although winning the game this way in casual multiplayer may not be so fun for your friends, but it is a fun idea for a casual one on one deck.
Constructed: 1.5
Limited: 1
Casual: 3

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