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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!

Trail of Mystery
Image from Wizards.com

Trail of Mystery
- Khans of Tarkir

Reviewed Oct. 21, 2014

Constructed: 2.10
Casual: 3.10
Limited: 2.60
Multiplayer: 2.50

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

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Deck Garage

Trail of Mystery

In any Morph-heavy deck, this makes an excellent Turn Two play. That's probably exactly why it costs two mana. Being able to repeatedly thin your deck and smooth out your land draws is a useful effect, even if it doesn't actually accelerate your mana.

The built-in pump effect when unmorphing is very nice too. Unmorphing itself is usually a combat trick, as your opponent can never be sure what's under there or how much it costs to unmorph, and most Morph creatures are bigger than 2/2 anyway. This guarantees that whatever's under the shell will be bigger than the shell itself, at least for the turn on which it emerges.

Constructed- 2.5
Casual- 4
Limited- 4
Multiplayer- 3.5

David Fanany

Player since 1995

Trail of Mystery
I have to say, this card's first ability feels rather random to me. I suppose it helps you get the mana you might need for three-color morph costs, but that seems a little boring. Still, it's a green enchantment that lets you draw cards repeatedly - Greater Good feels like it was in Standard an awfully long time ago, doesn't it?
Constructed: 2/5
Casual: 3/5
Limited: 3/5
Multiplayer: 2/5


Welcome back readers I have returned from an extended hiatus being trapped in a cage studying to become the best magic player of all to bring you Trail of Mystery! Trail of Mystery is an interesting build around me enchantment that focuses on pumping your flipped morph creatures and having rampant growth in enchantment form even for morph creatures only is kind of sick. In standard I don’t foresee a deck running enough morphs to justify this card and it does nothing before you cast another spell or pay to flip something face up making it far too slow in my estimation. In other competitive formats this card also will not be built around maybe some weird combo deck to generate a lot of mana. In casual and multiplayer this card requires you to build around morphs but there is a ton that have been printed over the years so it’s definitely doable and the reward of more and more mana ramp can be quite powerful. In limited its kind of bad unless your heavy into the morph theme with the other card Secret Plans to make it worth it. Overall a really fun and somewhat powerful casual card.

Constructed: 1.5
Casual: 3.0
Limited: 2.0
Multiplayer: 3.0

Michael "Maikeruu" Pierno

Today's card of the day is Trail of Mystery which is a two mana Green enchantment that allows you to search your library for a basic land card and add it to your hand whenever a face down creature enters the battlefield under your control and whenever you turn a creature you control face up it gets +2/+2 until end of turn.  This is purely support for the Morph effect and mediocre support at that, which will keep it from seeing much play outside of very specific theme decks in Casual.
In Limited this is a small potential source of acceleration or deck thinning and possibly a minimal combat boost for specific creatures in a particular scenario.  There is no reason to draft this early in Booster even if running Morph and it can be safely passed around the table at least once.  In Sealed this is a desperate inclusion if running Morph and you absolutely need to fill in Green slots to reduce splash options, though an extra land or working with the three color nature of the set is likely preferable.
Constructed: 2.0
Casual: 2.0
Limited: 1.5
Multiplayer: 2.0


Deck Garage

Trail of Mystery
When there's a big theme in a set, we often find a card or two that is completely built around it. It's completely useless without the mechanic, and encourages you to put as much of that particular mechanic in your deck as possible to exploit the one card. In this case, Trail of Mystery is the card, and morph is the mechanic.
If you have a lot of morph creatures, this will help you dig the lands out of your deck, giving you the right mana to flip them over and pump them up. But are there enough good morph creatures to make this playable? Is a deck that has mostly 2/2 creatures for 3 mana that can become bigger for an additional cost good enough to warrant building around this card?
It's a cool ability, and I'm somewhat tempted to try out an all morph deck to see how good this really is, but my first thought is that it's a trap to try to make you build a deck that's just too slow. 
In limited, if you pull this early, you might be able to snag a bunch of good morphs and make this work, but then again, you have to fight the temptation to grab poor morph creatures over overall better cards. 
Constructed: 2.5
Casual: 3.5
Limited: 2.5
Multiplayer: 2.0

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