Card draw spells. So easy to design, yet so hard to print. They always have to think about what is safe for the metagame.
Anyway, suck it Jace! Urza is much more ingenious than you. Even when he's dead.
Posted By:
Kryptnyt
(1/26/2011 2:31:41 AM)
The 7th edition Opportunity got redirected so I'm commenting on this one.
No matter, I can smell the pungent stench of Swerve several yards, and turns, away.
This card- the name, the card type, the rules text, the strategy, .....I don't know the story so I don't see the relevance of the art and flavor text.......
..... this is a card. Perfectly designed, in my opinion.
Posted By:
Enchantment_Removal
(7/6/2010 2:43:13 PM)
I've always been a big fan of Urza. This card's art is, I think, my favorite depiction of him. :D
Posted By:
Lateralis0ne
(3/25/2010 11:51:55 AM)
He's hoping to draw up capsize!
Posted By:
leadfeather89
(1/20/2013 11:00:50 PM)
Great card. Six mana is a lot, but worth it. Apart from the mana cost, it has no drawback. Four mana is quite a large number of cards, and instant speed makes sure that you can play it at the end of your opponents turn.
That it doesn't just say "you draw" but "target player" has both advantages and disadvantages. The disadvantage is that you can't play it if you got shroud and that it can be redirected. The advantage is that you can use it in team games on your teammates, in free for all games for multiplayer politics, in rare cases as a final mill card, or to have an opponent be forsced to discard down to 7 or whatnot.
All in all a very nice card.
Posted By:
majinara
(2/14/2013 11:29:49 AM)
Why do people keep mentioning Swerve (here and the 7th ed. one)? It's just one card, there's loads of things that would mess this up, but that doesn't make it bad. There are lots of cards you can Swerve. If you're using this you're probably running a control deck and could just counter the swerve without even losing card advantage.
Posted By:
JanusAurelius
(1/15/2012 5:16:11 PM)
Urza's block was one of the best blocks in the game. Powerhouse cards, great flavor, and some truly degenerate combos that led to some absurd shenanigans.
This doesn't exactly break anything, but it's a solid card advantage winner for late game, when it really counts.
Posted By:
Jannissary
(2/7/2012 2:38:56 AM)
One little 6-letter word makes all the difference: Instant. At a time when blue had access to "free" spells like Cloud of Faeries, Rewind and Palinchron, this was icing on the cake, allowing you to hold your mana open on your turn and wait for something to counter. If your opponent didn't cast anything to counter, then you'd draw 4 with this, and then on at the start of your turn. This led to all kinds of bluffing games, allowing you to stock up your hand when you were low without tapping out and risking something potentially fatal like Sneak Attack.
Out of its degenerate environment, this is still a fine card. It is still an excellent surprise, and can help you dig deep if you're looking for a lategame Hail Mary. It goes without saying that this is pretty nice with things like Soramaro, First to Dream or Niv-Mizzet, The Firemind.
Posted By:
Equinox523
(4/9/2014 12:19:14 PM)