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0.51.01.52.02.53.03.54.04.55.0
Community Rating: 2.304 / 5  (84 votes)
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Posted By: HairlessThoctar (7/5/2011 12:46:27 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


Silly and practically useless. I can get much more bang for my buck out of combining Dragon Appeasements (yes, multiples work beautifully) and any spawn generator.

@ KarmasPayment:
Sure, spending {3} per card draw is fine, but why not make {1} at the same time you'd be able to draw cards, and then use that floated mana to cast any spells you just drew? That's what the combo I just described is wonderful for. Just, don't sac all your spawns at once. One wrong move and a couple removal spells later, you could be left with no generators and just a fat enchantment that makes you skip your draw step. Definitely sac in moderation :)

EDIT: This is nice for dealing with any removal people throw at your guys, it's just a steep activation cost.
Posted By: DacenOctavio (7/14/2011 3:04:32 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


I prefer Culling Dais.
Posted By: dingophone (11/20/2011 5:25:12 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


They're trying to make their uncommon artifacts less unfair. It worked until they reprinted Skullclamp for commander.
Posted By: KokoshoForPresident (3/30/2012 5:49:10 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


This card is useful for decks that need some way to sacrifice creatures consistantly, decks running cards that have creatures that die at the end of turn anyway, like Ball Lightning or anything unearthed, decks that take control of opponents creatures until end of turn, or decks that have creatures that have abilities that activate when they come into play, and a way to retrieve them from the graveyard.

In other words, it is for decks that make the sacrifice of a creature work to its own advantage to maximize the mana cost. Even then it is still a bit expensive unless it helps you out powerfully to offset the mana cost.
Posted By: snyden (10/6/2009 11:43:49 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


Even at exorbitant costs, being able to turn card neutrality into card advantage is a big deal. While there are better versions of this; this counters any kill spell they throw at any creature (being any side-effects the kill spell has, such as killing similarly named creatures, exiling it, gaining them life, returning to their hand, or whatever) are nullified; and on top of the bonus of their spell fizzling and such, you gain a card.

Yeah it's three mana, so you need to be in a control deck or have dumped your hand already and yeah it's mediocre, but it's actually still useful. This isn't a card draw engine; this is an anti-removal card. Culling Dais is indeed much better most of the time; as are many sacrifice outlets; but give the card what is due.

2.5/5
Posted By: blurrymadness (4/10/2013 9:43:30 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


So you’re down two cards and 5 before you ever see a card out of this. That’s underwhelming. I suppose it would be nice to have around for when your opponent tries to use removal on your creatures: you still lose your creature, but at least you’re not down a card. This would be especially nice to save something like Bloodghast from something like Path to Exile.
Posted By: Splenivore (10/27/2009 10:17:30 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


I think this has a place in nearly any deck. If a creature's about to die (Doom Blade on the stack, about to be killed in combat, etc.) you may as well profit from your creature's end rather than just watch it go to the graveyard.
Posted By: dgregory (9/27/2009 11:07:13 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


Phyrexian Vault anyone?
Posted By: Dudboy (11/11/2009 12:24:54 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


Card Doesnt Deserve The Artwork
Posted By: MasterOfEtherium (10/6/2010 11:49:00 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 




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