[PCD - GTC] Dimir Dementia
[PCD - GTC] Dimir Dementia
Description officielle (an anglais) : House Dimir values secrecy above all, entrusting only its own agents with valuable codes and information. Whenever you cast a card with cipher, you can exile...
![](http://img15.hostingpics.net/pics/339462intropackdd.jpg)
Description officielle (an anglais) :
House Dimir values secrecy above all, entrusting only its own agents with valuable codes and information. Whenever you cast a card with cipher, you can exile it, encoding it on a creature you control. Then, whenever the creature slides through and damages a player, you'll get to cast that card again!
House Dimir's knowledge of the undercity can make blocking its attacks nearly impossible. Cards like Deathcult Rogue and Incursion Specialist are experts at navigating directly to your opponent's throat. Set one of them up with a cipher, and you can potentially recast that spell every turn. Send your creature out on a mission to the morgue with Midnight Recovery, returning fallen creatures turn after turn, or perhaps go in for the stealth kill with Shadow Slice. Under such a constant assault, it's only a matter of time until your opponents are overwhelmed.
The "Dimir Dementia" deck benefits greatly from a sparsely populated battlefield. A card like Mutilate from the Magic 2013 core set works wonders, eliminating much of your opponents' planning in just a single spell. Since this deck tends to only have a couple of creatures on the battlefield at a time, you'll be in a better position to recover and take advantage. Also check out Undercity Plague from the Gatecrash set. If you're going to cast the same spell every turn, one that deprives your opponent of life, cards in hand, and permanents is a great way to go!
Commentaire de Martinou12 :
Là, la deuxième rare est nettement moins bien, mais on a un pack qui a l'air de plutôt bien tourner, avec une optique contrôle, quelques moyens de gestion et de meule. Un intro pack moyen.
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Description
Description officielle (an anglais) :
House Dimir values secrecy above all, entrusting only its own agents with valuable codes and information. Whenever you cast a card with cipher, you can exile it, encoding it on a creature you control. Then, whenever the creature slides through and damages a player, you'll get to cast that card again!
House Dimir's knowledge of the undercity can make blocking its attacks nearly impossible. Cards like Deathcult Rogue and Incursion Specialist are expert... Plus !
![](http://img15.hostingpics.net/pics/339462intropackdd.jpg)
Description officielle (an anglais) :
House Dimir values secrecy above all, entrusting only its own agents with valuable codes and information. Whenever you cast a card with cipher, you can exile it, encoding it on a creature you control. Then, whenever the creature slides through and damages a player, you'll get to cast that card again!
House Dimir's knowledge of the undercity can make blocking its attacks nearly impossible. Cards like Deathcult Rogue and Incursion Specialist are experts at navigating directly to your opponent's throat. Set one of them up with a cipher, and you can potentially recast that spell every turn. Send your creature out on a mission to the morgue with Midnight Recovery, returning fallen creatures turn after turn, or perhaps go in for the stealth kill with Shadow Slice. Under such a constant assault, it's only a matter of time until your opponents are overwhelmed.
The "Dimir Dementia" deck benefits greatly from a sparsely populated battlefield. A card like Mutilate from the Magic 2013 core set works wonders, eliminating much of your opponents' planning in just a single spell. Since this deck tends to only have a couple of creatures on the battlefield at a time, you'll be in a better position to recover and take advantage. Also check out Undercity Plague from the Gatecrash set. If you're going to cast the same spell every turn, one that deprives your opponent of life, cards in hand, and permanents is a great way to go!
Commentaire de Martinou12 :
Là, la deuxième rare est nettement moins bien, mais on a un pack qui a l'air de plutôt bien tourner, avec une optique contrôle, quelques moyens de gestion et de meule. Un intro pack moyen.
Les cartes (60)
Créature(s) (20)
2 | Espion de balustrade | 2/3 | Créature : vampire et gredin | ![]() ![]() | ![]() ![]() ![]() ![]() ![]() |
3 | Indolent des égouts | 2/2 | Créature : zombie et rat | ![]() ![]() | ![]() ![]() ![]() ![]() ![]() |
2 | Nécrophage de la Sixième circonscription | 1/1 | Créature : zombie | ![]() ![]() | ![]() ![]() ![]() ![]() ![]() |
1 | Drakôn cérébrœil | 2/5 | Créature : drakôn | ![]() ![]() | ![]() ![]() ![]() ![]() ![]() |
1 | Enjôleur vedalken | 1/4 | Créature : vedalken et sorcier | ![]() ![]() | ![]() ![]() ![]() ![]() ![]() |
1 | Habitant du rang du Sage | 2/3 | Créature : vedalken et sorcier | ![]() ![]() | ![]() ![]() ![]() ![]() ![]() |
1 | Phantasme de Jace | 1/1 | Créature : illusion | ![]() | ![]() ![]() ![]() ![]() ![]() |
1 | Spécialiste de l'incursion | 1/3 | Créature : humain et sorcier | ![]() ![]() | ![]() ![]() ![]() ![]() ![]() |
1 | Sterne des nues | 2/1 | Créature : oiseau | ![]() ![]() | ![]() ![]() ![]() ![]() ![]() |
1 | Aberration dévorante | */* | Créature : horreur | ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() |
1 | Enjambeur mortus | 1/1 | Créature : squelette | ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() |
1 | Ghildmage de Manteaubrune | 2/2 | Créature : humain et sorcier | ![]() ![]() | ![]() ![]() ![]() ![]() ![]() |
2 | Gredin morteculte | 2/2 | Créature : humain et gredin | ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() |
2 | Horreur de Dinrova | 4/4 | Créature : horreur | ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() |
Rituel(s) (7)
1 | Récuperation de minuit | Rituel | ![]() ![]() | ![]() ![]() ![]() ![]() ![]() | |
1 | Reviviscence | Rituel | ![]() ![]() | ![]() ![]() ![]() ![]() ![]() | |
1 | Tranche d'ombre | Rituel | ![]() ![]() | ![]() ![]() ![]() ![]() ![]() | |
1 | Dernières pensées | Rituel | ![]() ![]() | ![]() ![]() ![]() ![]() ![]() | |
1 | Confession sous la contrainte | Rituel | ![]() ![]() | ![]() ![]() ![]() ![]() ![]() | |
1 | Désillusions paranoïaques | Rituel | ![]() ![]() | ![]() ![]() ![]() ![]() ![]() | |
1 | Folie susurrante | Rituel | ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() |
Éphémère(s) (3)
2 | Sinistre spectacle | Éphémère | ![]() ![]() ![]() | ![]() ![]() ![]() ![]() ![]() | |
1 | Complètement perdu | Éphémère | ![]() ![]() | ![]() ![]() ![]() ![]() ![]() |
Enchantement(s) (2)
2 | Approche de la mort | Enchantement : aura | ![]() | ![]() ![]() ![]() ![]() ![]() |
Artefact(s) (2)
2 | Runeclé de Dimir | Artefact | ![]() | ![]() ![]() ![]() ![]() ![]() |
Terrain(s) (26)
12 | Île | Terrain de base : île | ![]() ![]() ![]() ![]() ![]() | ||
13 | Marais | Terrain de base : marais | ![]() ![]() ![]() ![]() ![]() | ||
1 | Porte de la guilde de Dimir | Terrain : porte | ![]() ![]() ![]() ![]() ![]() |
![](../images/dos_carte.png)
Créature(s) (20)
Rituel(s) (7)
1 | Récuperation de minuit | ![]() ![]() | ||
1 | Reviviscence | ![]() ![]() | ||
1 | Tranche d'ombre | ![]() ![]() | ||
1 | Dernières pensées | ![]() ![]() | ||
1 | Confession sous la contrainte | ![]() ![]() | ||
1 | Désillusions paranoïaques | ![]() ![]() | ||
1 | Folie susurrante | ![]() ![]() ![]() |
Éphémère(s) (3)
Enchantement(s) (2)
Artefact(s) (2)
Terrain(s) (26)
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