A decent imobilizer for blue; would be awesome if it tapped the creature as Paralyze does. Compared to Sleep though, I know which one I'd rather be using.
2.5/5
Posted By:
Gaussgoat
(1/21/2010 6:04:44 AM)
Handy card since being in Zendikar would keep this abilty alive in Standard.
2.5
Posted By:
PaladinOfSunhome
(2/4/2010 11:03:10 AM)
@ChampionofSquee
Narcolepsy doesn't keep the enchanted creature continually tapped. The creature untaps during its controller's untap step as normal, then is tapped when Narcolepsy's ability resolves during that upkeep. The creature may be tapped in response (for example, if it has an activated ability with {T} in its cost).
Posted By:
InternetNinjacy
(9/8/2010 2:43:22 AM)
the best part of this card is that your opponents creature gets tentacle raped.
Posted By:
supershawn
(5/25/2010 9:52:30 PM)
generic effect with some great art/flavor. I've always wanted to like these cards.
Posted By:
ZEvilMustache
(9/26/2009 9:56:52 AM)
Not that great, but not horrible. Blue has seen worse quasi-elimination enchantments before. I'd just as soon play Sleep instead, but this isn't a bad followup on the next turn.
Posted By:
jfre81
(6/15/2011 3:27:19 AM)
can anyone explain why i would pay 1 more for this instead of going with Narcolepsy? because it looks like narcolepsy is a lot better
Posted By:
ChampionofSquee
(9/5/2010 6:09:49 AM)
If it tapped the enchanted creature for free, then maybe it would be worth it. As is stands now, it just isn't.
Posted By:
Owls_and_More_Owls
(9/30/2009 12:14:10 AM)
Power creep ahoy! Compare this to Dehydration a mere core-set ago and it becomes clear the direction we're heading.
Posted By:
dgregory
(11/21/2009 12:45:21 PM)
A strictly better version of Glimmerdust Nap, not that that makes it much better.
Posted By:
Vinifera7
(10/9/2009 12:02:00 PM)