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Pojo's Magic The Gathering Card of the Day
Daily Since November 2001!

Dissipation Field
Image from Wizards.com

Dissipation Field
Scars of Mirrodin

Reviewed December 29, 2010

Constructed: 2.33
Casual: 2.67
Limited: 2.67
Multiplayer: 2.87

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

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Card of the Day Reviews 


Dissipation Field

In theory, it looks decent, scaring off attackers and punishing them if they get punchy anyway. But in practice, what's your plan? Drop this and assume nobody's going to attack you anymore, so you don't need blockers? Or just give up on blocking and bounce any permanent that damages you? If you want stuff bounced, you can't count on this to do it, because your opponents decide when a permanent deals damage to you and when it doesn't. And this doesn't actually stop damage from happening, so if your opponent is attacking you and you're not blocking, you're still losing. It'd be good in multiplayer, as it gives the rest of the table a reason to gang up on each other and not you, but outside of that it's not really worth the deck space.

Constructed- 2
Casual- 2
Limited- 1.5
Multiplayer- 2.5

David Fanany

Player since 1995

Dissipation Field
In theory, blue has a weakness against creatures and permanents. In practice, there's usually at least one mass bounce effect in Standard, and plenty of backup cards like Into the Roil. Dissipation Field may have a hard time breaking into competitive play where the same cost in white kills things outright, but it has some potential to cause difficult situations, especially if you can keep gaining life. Be warned - some people are almost as annoyed by having to cast the same creature four times as they are by having it countered, so make the rest of your deck fun!
Constructed: 2/5
Casual: 3/5
Limited: 3/5
Multiplayer: 3/5 
Michael "Maikeruu" Pierno

Today's card of the day is Dissipation Field which is an interesting Blue enchantment that can be effective against direct beatdown creatures, tokens in particular, but has issues with certain effect monsters.  Anything with a comes into play ability or Haste that would leave play at the end of the turn works against this.  Blue can counter those of course, but this may or may not have a real spot in many decks.  The pressure is nice and it can work against any permanent, but it may work better in a sidedeck after seeing what the opponent is bringing to the table.
For Limited the double Blue is a minor concern, but the format is based almost entirely on dealing damage with creatures which this can slow to a crawl.  For four mana on a difficult to remove form this is an effective stall card that work well in any Blue deck.  In Sealed if your deck has room and isn't completely offensive this can merit a slot and in Booster it isn't worth letting an opponent pick this up to use against you by passing it.
Constructed: 3.0
Casual: 3.0
Limited: 3.5
Multiplayer: 3.0

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