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0.51.01.52.02.53.03.54.04.55.0
Community Rating: 3.086 / 5  (146 votes)
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Eh, Mindmoil? That way, once you have your six counters sitting snuggly on the enchantment, you get to recover whatever it was that you had to return to your library after playing a spell.

It would suck to have your opponent naturalize the enchantment once it reaches 6 counters, right? I can't think of anything worse than that. And it's pretty likely, too. More likely than your opponent casting Living Death after you just discarded Phage to Volrath's Shapeshifter. Much more likely.
Posted By: LiXinjian (5/11/2010 6:21:56 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


Trying to get this card saturated the natural way is pointless, as if you go six turns (after getting three mana mind you, potentially turn 9 at earliest with normal mana ramp) while drawing two or more cards a turn won't get you the cards you need...
If you go twelve draws without finding what you want, between ponder or preordain, then for god's sake you weren't meant to win...

However proliferate speeds this card up all kinds of nice, and the for sure draw should nail in the coffin for your opponent, stacked vs. random draw put the odds greatly in your favor
Posted By: Shell_shockkun (9/21/2010 6:18:36 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


The new proliferate mechanic will help get this thing going.
Posted By: infernox10 (10/22/2010 12:14:26 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


This card requires too many cards in your deck dedicated to drawing to be worth it. To get it up to power in time without wasting all your resources on draw and actually surviving, you're probably looking at turn 10 or so before it's fully powered.
Posted By: Xelopheris (10/27/2009 9:25:19 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


Another extremely disappointing blue card in a set that has overall extremely weak blue cards. Why on earth would you waste deck space on a card like this that triggers so late in the game? If you're running a draw card engine that can cause you to trip the add-a-counter ability, needing to search your library for a card is kinda moot, as you'll likely have a copy of whatever you wanted in your hand already. I mean, compared to the other Ascension cards, this one is like a rock in a pile of gemstones. Every single one of the other Ascensions can be used within 4 turns of playing them, some on the turn they come out, but overall maxing at 4. On top of that, the other colors have pretty game breaking effects too. But what does blue get? A tutor base on card draw that activates in 6 turns, putting it ages behind the others. Come on, blue was nasty in Lorwyn, but seriously, putting it on the short bus while it's compatriots get rocket ships is no way to balance the colors.
Posted By: Oleander (9/28/2009 6:03:19 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


So damn slow. Six counters is way too much.
Posted By: True_Mumin (10/29/2009 7:35:29 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


Six? That's pretty excessive, even for an effect such as this.
Posted By: Creyn (4/5/2010 8:43:13 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


If you can get this active before you or it are dead, your opponent should just concede out of pure dumbfoundedness.

Just a completely worthless rare. Even three counters, and it'd still be unplayable. But it'd at least be nice for casual.

On the uppity, though, it's extremely pretty as a foil. But then you realize your foil rare could've been something SO much better.
Posted By: DonRoyale (2/23/2010 11:02:37 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


Djinn Illuminatus and Clockspinning, anyone?
Posted By: Musume (4/19/2010 9:17:35 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


Doubling Season, obviously.
Posted By: Aun (4/23/2010 1:23:08 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 




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