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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Hypnotic Siren
Image from Wizards.com

Hypnotic Siren
- Journey into Nyx

Reviewed May 7, 2014

Constructed: 3.08
Casual: 3.92
Limited: 4.08
Multiplayer: 3.67

Ratings are based on a 1 to 5 scale:
1 - Horrible  3 - Average.  5 - Awesome

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Card of the Day Reviews 


Hypnotic Siren

This makes me kind of nostalgic for my own "good old days" when I played Green/Blue Threshold and had a singleton of Yavimaya's Embrace. I hardly ever got to cast it, what with it costing eight mana, but stealing a creature AND making it more powerful than it was when the opponent had it? That's a Timmy's dream! And now the dream lives again-- Hypnotic Siren here can not only steal a creature, but grant it flying and +1/+1. That is, if you're willing to wait until you've got seven mana. Luckily, it need not sit dead in your hand until then. It's ready to go as an evasive 1/1 as early as turn one. And if you do make it to seven mana, well, you're in blue. You could always bounce it to your hand, then re-cast it with Bestow.

Constructed- 3.5
Casual- 4.5
Limited- 4.5
Multiplayer- 4.5

David Fanany

Player since 1995

Hypnotic Siren

I like both halves or "modes" of this card. I really, really do, but I also fear that they actually go into very different types of decks, at least in constructed. It's hard to think of a deck in a constructed setting that needs a 1/1 flying creature but also reliably reaches seven mana. Still, it's hard to complain too much about versatile cards. And in limited, of course, it's very strong. It can attack on curve if it needs to, and there are few more demoralizing responses to activating a monstrosity ability.

Constructed: 2/5
Casual: 3/5
Limited: 4/5
Multiplayer; 3/5


Welcome back readers todays card of the day is an unimpressive one drop that gets much better as a seven drop. In standard hypnotic siren is quite expensive and doesn’t really do much, a lot of games your dead before you can use this card. In slower more controlling match ups it can be used to steal bombs making it moderately useful and a very niche card. In other competitive formats too expensive for a mind control effect. In casual and multiplayer this card is pretty good, it can be used early to get some damage in or most likely block. It can steal and pump up the most powerful creature on the board, and afterwards your left with a little 1/1 flyer a good deal. In limited its pretty much a bomb, seven drops are expensinsive but being able to wreck combat and steal their best creature is worth the cost. Overall a card with some potential tournament applications and will definitely be seen around kitchen tables and a solid limited card.

Constructed :2.0
Casual: 3.5
Limited : 3.5
Multiplayer: 3.5

Michael "Maikeruu" Pierno

Today's card of the day is Hypnotic Siren which is a one mana Blue 1/1 with Flying and a Bestow cost of seven that also gives you control of the enchanted creature. As an early game evasive threat this is viable for a variety of decks and in a longer game setting it is a late game changing play that takes and enhances an opposing creature. An excellent card that will see play across current formats and likely widespread usage as other one mana Flying cards rotate out of Standard.

In Limited this is a great card to have in Sealed as a one mana 1/1 with evasive and a potential game-ending shift to the board state. Beneficial at any stage of the game and easily managed in a multicolor deck there's no drawback to having this in your deck. In Booster it is a solid first pick, but more for the Bestow than the 1/1 which is more of a backup should it be in your opening hand with nothing else to play.

Constructed: 4.0
Casual: 4.0
Limited: 4.5
Multiplayer: 4.0


Deck Garage

Hypnotic Siren

I must confess that I'm a little biased towards this card. I enjoy making tribal decks of obscure types. Right before Journey Into Nyx was spoiled, I decided I wanted to make a Siren tribal deck. I was struggling with it, then this card was spoiled. Just what I needed!

Trying to be objective now...How good is this card really?

At worst, this is a 1/1 flying creature for 1 mana. That's certainly not exciting, but is far from useless. If you're playing a deck with lots of ways to pump things up, playing this on the first turn and making it big is a good way to get some early damage through.

At best, this can steal your opponent's best creature and make it better by +1/+1 and flying. In a long game where you get up to 7 mana, this has the potential to steal the game for you. Just watch out for instant speed enchantment removal - they will get their creature back and leave you with a 1/1 flier!

I'd take this pretty early in limited, though it's not a guaranteed first pick. Most decks can use it for one of its two forms.

Versatility is the name of the game, and that's where this card gets its value.

Constructed: 3
Casual: 4
Limited: 4
Multiplayer: 3

Michael Sokolowski

I really like the design of this card. Bestow is an interesting mechanic because it provides an alternate use for your creature cards, however most of the time it's still for the same purpose, namely pumping out strong creatures and attacking. But really I've been finding that some of the most interesting uses are when you bestow something onto your opponent's creatures, usually as a combat trick or, in the case of this card, something even better.

The great thing about Hypnotic Siren is that both of its modes are super playable. A 1/1 with flying for 1 blue mana would see play just for that alone. It provides a very nice solid aggressive start in a blue attacking deck, one that can't be chump blocked or become useless very easily as soon as the opponent casts a creature with 2 toughness due to the Siren's flying. So that alone is pretty nice. Normally, as we've talked about before, the problem would then be that such a creature isn't so useful later in the game when much stronger stuff is already out. Not so with bestow creatures of course, and especially not true for the Hypnotic Siren!

7 mana should do something pretty spectacular and powerful. It should majorly change the state of the board in some way, doing something like wiping out your opponent's stuff or giving you an extremely powerful attacking creature. Well, Hypnotic Siren does BOTH of those things, at the same time!

You get to select the biggest, strongest, most dangerous creature on your opponent's side of the field. And then take it. But what if it's just a vanilla creature, you might ask? Should you really spend 7 mana just to steal a Cyclops of One-Eyed Pass that they can block and kill with a Swordwise Centaur? Absolutely you should. Because Hypnotic Siren doesn't just lure the creature to your side, oh no. It also powers up what you steal, giving it +1/+1 and flying. Now all the sudden whatever they had is even more dangerous, and coming right at them. And they might not have an easy answer for their own best creature now that it's even bigger and has evasion.

You'll always find a use for Hypnotic Siren, be it early game or late game. It'll never be a dead card in your hand. Expect to see this in limited, expect to see this in standard, expect to see this in casual, and maybe even other formats too. If you play blue and you want to experience what it's like to go on the offensive starting right from turn 1, pick up this card. If it alone doesn't help put you on the path to winning the game, then it knows where to find a new creature for you that just might.

Constructed: 4
Casual: 4.5
Limited: 4
Multiplayer: 4

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