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Community Rating: 3.500 / 5  (40 votes)
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Seems like a pretty good b/r version of Cruel Edict. 4/5.
Posted By: BrutalJim (7/20/2009 8:27:15 PM)
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Aurochs until end of turn. 5/5.
Posted By: Kryptnyt (7/1/2010 9:47:02 PM)
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Cyberium: you got point, but still, you get through regeneration, indestructibility and shroud. U think it's intended for use in kill/burn-heavy decks, where you just don't let them have anything else on battlefield. In such deck, the extra damage in addition to getting rid of a card is neat.
...
Still, you're right, artifact land is ugly way to make this card useless (then again, land destruction for 3 isn't totally bad, but... meh).
Posted By: skew (8/20/2010 5:01:47 AM)
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More to the point, artifact lands weren't in standard when this was around, and even if they were, they would have received the ban-hammer by this point in time. This instant-speed edict is very good in most contexts. The Run side of the card just adds in that much more versatility.
Posted By: izzet_guild_mage (8/28/2010 5:31:36 PM)
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No one considers the possibilities of Run with Saps, Goblins, or elves? With a mere 5 1/1's attacking you have 25 damage coming at the enemy. Easily playable turn 3-4 with meager acceleration or convoke

In a deck based around crapping tons of tokens it's easy to see 64-81 damage on T5.
(that'd be only 8-9 1/1's. I.E. Sprout, Fists of Ironwood, and 2 scatter the seeds. With some form of mana accel you could hit T4 with these)
Posted By: blurrymadness (11/29/2010 6:23:23 PM)
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The 1BR part is not as good as it looks on the first glance. Your opponent got to choose which type of permanent to sacrifice. Imagine an Arcbound Ravager attacking you, do you want the Ravager dead, or do you want to see your opponent sacrifices an artifact land instead?
Posted By: Cyberium (7/19/2010 8:13:23 PM)
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@Cyberium: I don't know about you, but more often than not, I meet people who aren't playing Ravager Affinity.
Hit is not a bad card. Remember that black and red has a lot of creature removal, so you'll easily be able to fine-tune the creature you want to hit by getting rid of the others before casting this.

Run is also a pretty neat alternative to Overrun in an aggressive, creature-heavy deck. It's not as color-heavy as Overrun, and it's an instant, so you'll sometimes be able to catch your opponents off-guard.

This card deserves at least 4.5/5
Posted By: GrimjawxRULES (6/14/2011 7:32:39 AM)
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Add magnetic mines!
Posted By: Mike-C (3/11/2011 5:13:26 AM)
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Hit would be so damn nice if you got to choose whether your opponent has to sacrifice an artifact or a creature. But it still isn't bad, particularly at instant speed. As it is, it's usually a more expensive, less reliable Diabolic Edict,
but with the upside of a potentially considerable damage output.

Still, it's versatile due to a split card's nature.

Run makes a great Red or Green Overrun variant, and notably it's mostly superior to Tears of Rage.
Posted By: Mode (11/26/2013 9:23:51 AM)
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