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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Image from Wizards.com

Magic 2013

Reviewed Aug 2, 2012

Constructed: 2.60
Casual: 3.75
Limited: 2.00
Multiplayer: 3.75

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 



Can you make it to ten mana? If you can, you'll never need another drop of it again. (Well, okay, except to activate abilities.) When this card was previewed, Aaron Forsythe (I think it was Aaron) made the valid point that by the time you get up to ten mana, you've likely played out your hand. So what do you do with a card that lets you cast cards for free when you've already cast most of your cards and amassed a ton of mana you no longer have a use for? The idea of getting free spells is incredibly exciting, but pulling it off might take so long you forget what it was you wanted to cast.

My recommendation is to play this alongside a pull playset each of Mind Stone and Dreamstone Hedron. That way you can ramp up your mana faster to get to ten, then sack the mana rocks to refill your hand.  Include some draw spells like Foresee to help you keep your hand full (and find the Omniscience in the first place). I was going to suggest Blue Sun's Zenith as a way to refill your hand, but then I realized that with Omniscience out, you cna just make your opponent draw a quarthordecillion cards and win on the spot. In fact, if Omniscience interacts the way I think it does with X spells, it just singlehandedly replaced a LOT of infinite mana combos.

I don't really see this taking off in Standard, where ten mana needs to win you the game outright instead of just making all the rest of your spells free. But in Casual, where big mana bombs rule the roost, it's going to be the new reason you play blue.

Constructed- 2
Casual- 4.75
Limited- 3
Multiplayer- 4.75 

David Fanany

Player since 1995

This is a surprisingly difficult card to evaluate. Once you have it in play, it's pretty hard to actually lose the game, but getting it in play is the problem. If you make your deck focused on getting it into play, you may end up lacking things to do once it's there. If you make your deck focused on doing huge splashy things once it's in play, you may sometimes struggle to actually get it into play. It's hard to argue with the possible payoff, though, and somewhere in the middle there probably lies a very powerful strategy; and somewhere in the future, I expect a letter-writing campaign to get Show and Tell banned in Legacy.
Constructed: 3/5
Casual: 4/5
Limited: 2/5
Multiplayer: 3/5


Magic The Gathering Card of The Day: Omniscience
Welcome back readers todays card of the day is quite the doozy as breaking fundamental rules of Magic is quite powerful. In standard this is expensive and with no way to cheat it into play your plan of attack is not likely to go over well if your spending cards to ramp into this what will you play next after blowing cards to get to this? Possibly combined with Gilded Lotus in some sort of mana accelerate artifact deck. In modern this while interesting requires a dedicated commitment I could possibly see a deck using this as the win condition but as of now I don’t suspect it will see much play. In legacy this is great to Show and Tell into play allowing you to drop big threats or play card draw spells and just plop your entire deck onto the table, rather than putting one threat into play this I feel is the biggest threat you can cheat into play as if not answered immediately it may just win you the game. In vintage this card is expensive but fast mana exists so I can’t dismiss the notion this card could see play in some capacity. In casual and multiplayer this card is amazing if you can get it out you warp the game into your favor especially potent combined with card draw, make sure to keep some counterspells in hand to use for free to protect it. In limited its really expensive and you would most likely be playing threats not saving them in your hand to dump when this hits play, Overall this is going to be a powerful casual and eternal card providing an unseen game changing effect.
Constructed: 2.5
Casual: 3.0
Limited: 1.5
Multiplayer: 3.0

Michael "Maikeruu" Pierno

Today's card of the day is Omniscience which is a ten mana Blue that allows you to play nonland cards from your hand without paying their mana costs.  This is a powerful effect on a very expensive card and outside of a few ways to get it into play earlier it is not fast enough to be worth using.  In addition a build using this will likely need enhanced draw power or a combo to really take advantage of it which makes the design congested and easy to disrupt.  Overall this is not something that will see much play outside of Commander, where it can be devastating, and possibly a few Casual decks.
For Limited the cost is high and the effect not really useful by the time you can actually cast it as anything drawn should be playable before this and in only a small number of situations will that much mana be needed for anything other than the drawn card.  Aside from Rare drafting this can easily be passed in Booster and sidedecked in Sealed as nearly any creature, removal, or acceleration will have more of an impact on a game by being available earlier or as a topdeck.
Constructed: 3.0
Casual: 3.0
Limited: 1.5
Multiplayer: 4.0

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