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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Artificer's Hex
Image from Wizards.com

 Artificer's Hex
- M14

Reviewed July 30, 2013

Constructed: 2.13
Casual: 2.70
Limited: 1.75
Multiplayer: 2.50

Ratings are based on a 1 to 5 scale
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Artificer's Hex

This will never destroy more than one creature. Your opponent will not re-equip the Hexed Equipment without dealing with the Hex unless somehow forced to. It will rarely kill their best creature either, since it triggers on YOUR upkeep and thus gives your opponent a turn to move the Equipment onto the creature they most want to sacrifice... and one last turn to swing with that equipped creature. I suspect that far more often it'll simply sit in your hand because your opponent doesn't have an Equipment out.

If your opponent does have Equipment, though, it's a pretty good play. You nab one creature, and you render their Equipment un-usable unless they're willing to sack an additional creature to the Hex. This makes it a good way for Black to deal with Equipment (something it can't normally do) as well as with creatures they can't usually handle-- a creature wearing Swiftfoot Boots is untargetable, but the Boots themselves aren't. The usefulness really depends on your local metagame though, and how often you see an Equipment on the other side of the field.

Constructed- 3.5
Casual- 3.75
Limited- 2
Multiplayer- 4

David Fanany

Player since 1995

Artificer's Hex

This is a rather interesting card to evaluate. On the one hand, a characteristically black way to punish equipment decks is welcome. On the other, the fact that it kills the creature on your own upkeep means that your opponent still gets to attack you using the equipment in question, as long as they can keep playing creatures every turn. Not everyone can do that, of course, and Artificer's Hex will certainly make them think about how they use their equipment cards, but a lot of the time you'd rather just kill their creatures outright.

Constructed: 1/5
Casual: 3/5
Limited: 2/5
Multiplayer: 3/5

Michael "Maikeruu" Pierno

Today's card of the day is Artificer's Hex which is a one mana aura for an equipment that destroys the creature the equipment is attached to at the beginning of your upkeep. This is an interesting sidedeck option for Black decks to respond to key equipment threats when necessary, but the likelihood in current formats is quite low. The option for an opponent to equip it to a less valuable creature exists and there are easier way to sacrifice your own creatures as opposed to trying to use this in a combo. Overall there isn't much value in this card currently and barring a big change in the next block it probably won't see much if any play.

In Limited there are exactly three cards this can affect and one of them can function with no creatures in play. The chances of having this in hand a target to play it on are too remote to bother including in a deck and it can safely be passed in Booster and kept in the sideboard in Sealed.

Constructed: 2.0
Casual: 2.0
Limited: 1.5
Multiplayer: 2.0


Artificer’s Hex provides black with some much needed and thematic equipment control. Why destroy equipment when you can have it do the killing for you? Be careful when using this along cards like Stab Wound because it provides your opponent the opportunity to kill off their cursed card. However there is an easy way around this card, since the creature is only destroyed if its still equipped at the beginning of your upkeep, your opponent simply has to equip it and un-equip it each turn.

When drafting in M14, “Some treasure’s aren’t worth finding…” I recommend grabbing this card in a latter pick if you’re in black. This year’s summer release only has three equipments, and Haunted Plate Mail’s 0 ability ignores this card.
In casual I’d run this if you know your playgroup tends to run equipments. It’s got a nice Indian Jones and the Last Crusade vibe to it.


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