The card draw is good for miracles on other peoples turns. The lifelink provides burst healing with lots of dudes, or might help stabilizing against aggro. The 3rd ability is fearsome tempo loss against decks who attack with big creatures. All of the guild charms are fantastically designed, this one is no different.
Posted By:
RastisCas
(9/30/2012 1:25:29 AM)
so you just flipped your delver? let me see you do it again >:)
Posted By:
chainsmoker
(10/4/2012 4:14:52 PM)
For those who dont like the cycling... this can render your opponents turn semi-MOOT as you kill his tempo.
He loses the creature he places, the mana he paid AND the beauty.. no salvation from that lost turn on his NEXT draw as he's getting the same damn card (and YOU know it too).
Sure there are ways around this but that's the gist of it. I think it's a pretty damn decent instant 2 mana WHAT-FU IMHO.
Posted By:
JeanNiBee
(10/4/2012 7:31:47 PM)
I saw a game at release where one player achieved victory almost thanks to this card alone. He was low on life and defending against an attack when his opponent did a full-swing, looking for a kill. He dropped this and gave all his creatures lifelink. At the beginning of that turn, he had only 2 life; at the end of the turn, he had 26. That one move killed the tempo of his opponents aggro deck, and it bought him enough time to win.
Lifelink, especially one-sided, universal (if temporary) lifelink is an ability that should never be underestimated: even in for non-combat heavy colors like
, as it often was a key contributing ability to some infamously, notoriously, Fiendishly, INCOMPREHENSIBLY BROKEN cards in th... (see all)
Posted By:
DaMaster012
(8/19/2013 7:54:29 PM)
The beauty in this card is in the versatility of the seemingly underpowered abilities. The first ability is useful to trick your opponent when they think they will overextend to swing in for the kill on the current turn or the next, but you throw this baby down and render their calculations useless. The second ability is good to have when neither of the abilities are particularly useful and you have plenty of mana, there is a card you're looking for and this will help you find it, and at instant speed so you can keep counter mana open. The third is probably the "go-to" ability, it can take care of dangerous creatures in a variety of situations and they draw a creature that they had already cast, which is very good against aggro.
Posted By:
NuckChorris
(9/26/2012 1:20:17 PM)
Does anybody else think the flavour text breaks the fourth wall slightly?
The rules text being all like; "Choose one — ..."
And then Isperia's "The rules of logic and order have already made the choice for you."
Choose one? Already made the choice?
In fact, this seems to be some kind of deep philosophical reference to the determinism of logical games...
Ramblings aside, this is a very good card. One of my favourite charms ever printed.
It's last mode seems to be greatly underestimated (epic tempo advantage in an aggro format), and it's second mode greatly under appreciated (Very powerful lategame when you don't need the charm but have the mana to replace it and cast what it gets you.)
Posted By:
ParadoxCry
(10/22/2012 1:07:10 AM)
This card is a great card for one reason alone;
Shutting down the insane exalted in token decks that comes with sublime archangel.
Other wise it is neither bad nor great, just average.
Posted By:
GabrielAothin
(10/7/2012 11:32:27 AM)
All of the other charms got effects that their respective colors would have at one mana or sometimes two for the last ability but this is last one feels undercosted at first compared to Excommunicate or Griptide but I suppose it's fair since it's restricted to creatures in combat. This kind of ability works wonderfully combined with mill to act as psuedo-removal.
Posted By:
lorendorky
(9/26/2012 12:13:26 AM)
The third ability allow you to either remove blocker/attacker of your enemy, or save your own from dying, reuse their comes into play abilities, which is very good.
Posted By:
Cyberium
(9/25/2012 7:30:55 PM)
It's not the cost effective ratio that matters, it's the versatility. For that reason any of the charms in Return to Ravnica are main-deck playable if you pull them in sealed. Yes, even the Golgari and Rakdos ones.
Posted By:
RAV0004
(9/28/2012 3:46:33 PM)