Pojo's Magic The Gathering
Card of the Day
Image from Wizards.com
Fifth Dawn Uncommon
Reviewed June 18, 2004
based on a 1 to 5 scale
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Card of the Day Reviews
game store owner in CA,
If you even slightly
like playing combos, buy 4 of these cards now.
Ironworks will enjoy the same popularity and
longevity (unless it suffers the same fate as
Skullclamp) as Fact of Fiction. There always
seem to be some amazing uncommon in each block.
This is one of them. Not so great in
limited, but in any constructed format, it's good
Fifth Dawn - $5.39
*game store employee
This is the result
of Wizards wanting to make combo viable again.
Congratulations, Wizards, you've done it. And in
a big way.
Remember this quote
from the banning of Skullclamp?
"Every deck is
required to warp itself around this one-mana
card, and almost every successful deck abuses
it. In addition, games that involve Skullclamp
simply aren’t as much fun to play, especially
when those are the only kinds of games going
Simply cut and paste
this quote with regards to Ironworks for the
next three months.
I suspect this will
get banned in casual playgroups long before it
does in Type 2.
In limited, though,
this isn't any good. Yes, it is an accelerant,
but you lose multiple creatures or equipment if
you use this. I'd stay away.
Prix Top 8's
Multiple Pro Tour
Egads, we’ve found
it! The card that might be more ridiculous than
Skullclamp! Seriously, this has already been
broken into about 25 different ways, using every
combo piece from Myr Retriever to Disciple to
whatever else people can find. Combo is back,
Now, I know you guys
like ridiculous combos at the group tables, you
just don’t like to win so quickly with them. You
can do ridiculous things with this, so the
applications of this card are really open to the
imagination. If your pool of Mental cards is
favorable enough, then go ahead and try to run
this, if you can use the mana right away.
Draft is the weak spot
for this card; it requires a ridiculous build of
Affinity and some ridiculous bomb-ish cards to
make this playable, along with a ridiculous draw.
Basically, that much ridicule all in one place
makes for a small window of opportunity to play
this card. In short, don’t.
5 Time Pro Tour
Level 2 Judge
Throughout the years, all the way back to
Candelabra of Tawnos, artifacts
that can repeatedly be used to create HUGE amounts
of mana have been key
cards in COMBO DECKS. Krark-Clan Ironworks is just
such a card. Suddenly artifact lands can produce
three mana when you tap them for one mana, then
sacrifice them to the Ironworks for two more mana.
What kinds of cards will be in a deck full of
artifact lands? More artifacts. What happens when
you play more artifacts with Ironworks in play?
You have more opportunities to sacrifice artifacts
for mana when you need it. Why would you need so
much mana? Tooth and Nail and Fireball are two
answers that spring to mind. Ironworks has no
business in your draft decks. Combos are for
* Level 3 DCI Judge
*DCI Tournament Organizer
*Game Store Owner (Gamer's Edge)
Krark Clan Ironworks
I think everyone
agrees this card was a bad idea. I’m not even sure
what to say about it except “it’s a bad idea.”
Have I mentioned how much I hate that Disciple of
the Vault was not banned? Yeah well, I only
mention it because Disciple makes this card even
better. This card has been reviewed to death. Go
look at the deck lists. Go complain to your
friends about it. Send Mark Rosewater virtual
crack. Have fun with it.
* game store owner (The Game Closet - Waco,TX)
* pro tour player
NUTS NUTS NUTS!
That's what this card is. NUTS! Don't ask
why...well ok...I'll tell you anyway. It simply
works with a bunch of different combos. It's
easy to work in and get some mana to do lots of
things. It doesn't have a lot of value in
limited play. I'm sure it has very little in
casual play, since there are many better
combos. However, in constructed, I would put
money on the fact that you will be seeing this
pop up in some crazy combos starting on the 20th
of this month.
This is the card
from Fifth Dawn that one must wonder what WotC
designers and developers were smoking when they
created it. With all the artifacts running
around, this can fuel just about any spell
Affinity needs. Fireball is a popular combo
with this. Also, it just gets you mana. It will
definitely see play in Affinity/Raffinity and
maybe a few other decks.
It should also see
play in limited. Ditch your used up sunburst
cards for mana to fuel your bomb. I don’t see
this in casual though. Most cards that play
shouldn’t be used up, and should therefore have
a purpose of being played and should stay on the
table. Nevertheless, it’s still good, but
probably won’t be abused as much (though there
are some other sick combos with it in casual).
Krark-Clan Ironworks –
Serious Constructed – Do I even have to say it?
This card will break the
format open. It combo’s with so many cards, and
can pull the legendary
turn 2 kills. Disciple of the Vault + 2 Myr
retrievers, Myr Incubator… List
Casual – Depending on how strict your playgroup
is, it’s going to be
hard to find a use for this card, without making
the deck look like a tier 1
standard deck. Though, outside that context, it
will definitely be worth
the fun to try to use it in some wacky Timmy deck
that uses a lot of
artifact lands to play the kill spell (blaze etc.)
Limited – Not really worth it for mana
acceleration. Myrs and talismans
will usually be much more worth your time and
when you have 4 mana, there isn’t going to be many
cases that you’ll
have the resources (expendable artifacts) to
sacrifice for the bomb in
hand. Late pick.
Serious Const. – 5.0
Casual – 3.0 (Varies)
Limited – 2.0