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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Paranoid Delusions
Image from Wizards.com

 Paranoid Delusions
- Gatecrash

Reviewed February 5, 2013

Constructed: 2.00
Casual: 2.33
Limited: 2.88
Multiplayer: 2.13

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 


Paranoid Delusions

The Cipher mechanic is a perfect fit for the Dimir, a guild full of infiltration experts. Back in the first Ravnica, Dimir had two main strategies-- mill, and small evasive beats. This card pretty much marries the two together-- as it encourages you to have small evasive creatures to play it on so you can sneak in and mill every turn.

The only problem is, that's a bad thing. The two strategies don't merge well, as you're basically dividing your efforts across attacking two fronts-- the life total and the library. You're better off focusing on one or the other, really. The Cipher mecahnic is a cool one, no doubt, but this isn't really a good showcase for it.

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

David Fanany

Player since 1995

Paranoid Delusions
I love how this card's name could apply to so many things, most of which don't apply to the game except in the most peripheral of ways. I don't have space to get into that here, so instead I'll point out that this turns almost any creature into a pretty nasty saboteur (effect on combat damage). While denying future resources can find you living on the edge as the result of things they've already cast, it only takes three or so hits from a creature carrying this code to put an opponent in danger of running out of cards, especially when combined with similar effects from other cards and sets. Even if you only use this to set up Sepulchral Primordial, it's pretty decent.
Constructed: 2/5
Casual: 3/5
Limited: 4/5
Multiplayer: 3/5

Michael "Maikeruu" Pierno

Today's card of the day is Paranoid Delusions which is a two mana Blue and Black that mills three cards and can Cipher to mill three more whenever that creature deals combat damage to a player.  While technically a decent and efficient card the very nature of needing a creature that deals damage to the opponent consistently to function makes just winning with damage a generally simpler strategy. Barring very aggressive life gain it is still easier to deal damage than mill faster than the opponent can achieve a win condition.  It is viable support for an evasion based mill build, but overall this card is not going to see much play outside of that very specific design.
In Limited this can be surprisingly effective on an evasive target and even with little or no support can win a game, though just winning through damage is just as likely aside from Extort or pure lifegain cards stalling it out.  In Sealed it is playable for Dimir with support, though winning on that condition is kind of a gamble. For Booster it is a late in color pick unless you are already working on a Dimir mill deck which makes this a higher choice after evasive creatures.
Constructed: 2.5
Casual: 2.5
Limited: 3.0
Multiplayer: 1.5

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