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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Devil's Play
Image from Wizards.com

Devil's Play

Reviewed October xx, 2011

Constructed: 3.38
Casual: 2.75
Limited: 4.25
Multiplayer: 3.00

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

Click here to see all of our 
Card of the Day Reviews 

David Fanany

Player since 1995

Devil's Play

I love, love, love the flavor text for this card. If there isn't a reference to the crossroads (some people believed you could visit a crossroads to find and make a deal with the devil) in the next couple of sets, I'll be a little disappointed. (Speaking of which, where the heck is my Headless Horseman?) I also love what this card does - like with Kessig Wolf Run earlier in the week, some of the most popular and fun ways of finishing a game involve the letter X, and the flashback gives this card a chance even against the archetype's traditional foils like Martyr of Sands and Negate. Any deck that can generate a lot of mana, whether through Llanowar Elves or Urza's Tower, is going to want to consider this card.

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


Welcome back readers today’s card of the day is the powerful, if boring Blaze variant  Devil’s play allowing  it  to be utilized as a finisher twice. In standard I could  see a copy or two of  this card being  used as a finisher in decks using red, this can be countered  though which is a strike against it  in comparison to other classic cards  such as  Banefire, Urza’s Rage or even Demonfire all of which saw some competitive play, this card won’t be an exception it provides a game ending effect or utility. In extended and modern I don’t think this will see play as Demonfire and Banefire seem like more powerful replacements even though they do not have  flashback they are  more suited as finishers. In eternal formats this card is simply too mana intensive and slow. In casual and multiplayer this card provides a fair amount of power, it can be  used early game to take out troublesome creatures and  late  game it  can be flashed  back to finish off  players at low life the ability to use it twice really puts it higher then  other cards as reusability is a key aspect in multiplayer. In limited this is a bomb a must  splash card although you may not be getting the flash back bonus that often. Overall a cliché card design that fills this blocks quota of an X spell with a twist it may seem some competitive play but is powerful in multiplayer.
Constructed: 2.5
Casual: 2.0
Limited: 5.0
Multiplayer: 2.5

Michael "Maikeruu" Pierno

Today's card of the day is Devil's Play which is the latest in a long line of Fireball styled Red X and one burn spells.  The cost is normal for the effect and working on both players and creatures is always preferred, but the noticeable addition is Flashback for X and three which gives it both card advantage and finishing move potential. 
Whether it used on two creatures or to deal direct damage twice this is a useful card for dedicated burn decks or a Red artifact deck using Myr for acceleration.
For Limited this is an easy first pick for removal of creatures or to be used against the last few life points of an opponent.  The versatility and option to reuse it make it a top choice in the format with the only drawback being the triple Red in the Flashback cost making it less splashable.  If necessary it can be played in a Sealed deck with little Red mana if removal is scarce, but it works best in a primarily Red deck in either Booster or Sealed.
Constructed: 4.0
Casual: 4.0
Limited: 4.5
Multiplayer: 4.0


      Welcome to another card of the day review here at Pojo.com! We are looking at Devil’s Play from Innistrad this time. Devil’s Play is a red rare sorcery that costs one red and X. It deals X damage to target creature or player, and has flashback three red mana and X.

     While Devil’s Play is no Red Sun’s Zenith (though it tries) it is still a decent removal. The main problem with the red removal as of late is that they are slow. Sorceries are just not what I want when something hit’s the board. I would much rather respond with an instant, and end the threat right there. Being forced to handle it on my turn just means that there presents an opportunity for something bad to happen. I enjoyed the Red Sun’s Zenith because it gave you a little extra for being slow, the fact it exiled the targeted creature made it worth it, and it had a shuffle clause. But Devil’s Play has nothing but Flashback. While it is nice not to have to draw the Devil’s Play for another use, it’s cost triples. I think that it definitely should have been an instant, and the Flashback cost should not have gone up so much. This severely limits what the card can and cannot do.

     However, all that said, it is a red burn spell. X mana dumps are always a nice way to wrap up a game. Or for an easy way to handle some pesky creature that you are having an issue with. And while it may not be the best, it is what Innistrad has to offer. But, for so long as Red Sun’s Zenith remains in Standard, that is what I will use, and hope that we see a better replacement.

      But for what the set does, it is very nice. The card Burning Vengeance grants extra damage when cards are cast from the graveyard, and extra damage from a burn spell is always nice. Then there is also Runic Repetition, which allows you to return a card from exile with flashback to your hand.

      Devil’s Play definitely doesn’t excite me much compared to what it could have been or what it is up against as far as red burn. But, it is certainly something I would take for a decent burn spell.

Limited: 3/5
Casual: 1/5
Constructed: 3/5
Multiplayer: 1/5

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