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Community Rating: 4.904 / 5  (114 votes)
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No wonder this thing is restricted in vintage. On the first turn:

Play Archaeological Dig, sacrifice it to play this, play Horizon Canopy and Crystal Vein, then play Crucible of Worlds. Now you have 17 life and got ability to draw 2 cards at the cost of 3 life, meaning you can draw 10. Once you dig up a Zuran Orb or Urza's Armor or Nomad Stadium, you have unlimited mana and unlimited draw, it is gameover there. And you can kill your opponent with activated abilities of lands if you got Rath's Edge, with Nomad Stadium it is possible to have entire deck only consists of this card, Crucible of Worlds and lands.

So 5 card turn1 kill if you got archaeological dig, fastbond, horizon canopy, crystal vein and crucible of worlds. No powernine there.
Posted By: non1337 (11/10/2010 1:10:50 AM)
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0.51.01.52.02.53.03.54.04.55.0

 


this card + any refuge lands + amulet of vigor + fetchlands + mana reflection = HORRIBLY BROKEN!
Posted By: Froenx (5/22/2010 11:13:42 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


Now with all the new Landfall abilities, such as Zektar Shrine Expedition, the Zuran Orb/Crucible of Worlds/Fastbond combo Is better than ever!
Posted By: surewhynot (6/3/2010 2:06:21 AM)
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0.51.01.52.02.53.03.54.04.55.0

 


So all your lands become moxes? That's pretty reatarded power right there, get out the power of your hand in the first turn, in casual games, this could mean a harmonize and a couple of Birds of Paradise (its restricted in vintage but not really playable becasue it's not Blue or Black) With other colors it would be much more effective, imagine Browbeat turn 1, then if you get to draw then you can wreck even more havoc (not to mention your mana base is stable, so you get to keep the lands next turn, as opposed to something like Dark Ritual)

Basically anyone who knows about how good moxes are will know what I'm talking about.
Posted By: Kurraga (6/10/2010 4:39:33 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


Incredibly overpowered, combos nicely with the previously aforementioned artifacts and any search land like the Verdant Catacombs. Late game the "infinite trio" + Strip Mine can grant a demoralizing victory. 5/5 these days.
Posted By: markarmor (7/23/2010 6:54:10 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


elvish spirit guide to play this
fastbond the bouncing legendary land from kamigawa, 19 life
play hedron crab
bounce the land to your hand, mill them 3
fastbond the bouncing legendary land from kamigawa, 18 life
repeat
Posted By: gromgrom777 (7/30/2010 9:08:42 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


If there was a power 10, this card would be the tenth.
Posted By: dberry02 (9/17/2010 11:24:35 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


@Gainsbanding: there's always our good friend Time Vault lined up for power 10 as well, considering it's turn 2 or 3 (1 if you use this card) infinite turns...
Posted By: Snafinturtle (11/17/2010 9:52:18 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


Amazing card, as noted above, but when it was first printed, Fast Bond could not be abused the way it is now with Zuran Orb and Crucible of Worlds. Fast Bond acted as a mini-mana ramp back then, and rarely was a player able to play more than three or so lands (taking 3 damage in the process) using this enchantment. On the other hand, having four lands out on the first turn can be a huge advantage - Heck, players could play Fast Bond, lay down the rest of their land and then drop a first turn Gray Ogre! Or something good.
Posted By: Eppek_the_Goblin (3/14/2010 7:43:59 PM)
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SirDoom, opening hand of 1 Forest, 3 Land, Fastbond, Zuran Orb, Crucible of Worlds. Play Forest, cast Fastbond, play other 3 land taking 3 damage, play Crucible and Zuran Orb. From there you can sac the lands to the orb and replay them thanks to Crucible and Fastbond.
Posted By: Bendak (7/15/2009 12:09:15 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 




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