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Community Rating: 3.927 / 5  (151 votes)
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If you've got ten mana available, you probably don't need this.

That said, if you can find a way to cheat it onto the battlefield, you've all but won the game. Turn 1 Emrakul, anyone?
Posted By: JasonPaul601 (7/8/2012 9:18:58 PM)


Its been recently spoiled and im not sure if you've seen it but Enter the Infinite and this card means that if you can't win the game next turn, you probably won't win.
Posted By: C1455 (12/5/2012 3:54:35 AM)


Beautiful art.
Posted By: LordOfTheFlies87 (9/8/2012 10:16:07 AM)


@5 comments down: Stop spamming. 4 Lava Axes, you're dead.
Posted By: azure_drake222222 (2/5/2013 4:46:05 PM)


Posted By: Jack-o-Crow (5/4/2013 10:57:02 PM)


Simple but powerful ability. Holds the potential to make jaws drop, but not to be an instant four-of in every pro tour. Inspires endless "what if?" scenarios.

This is what all mythics ought to be.
Posted By: SpaceMagic (5/5/2013 6:39:12 PM)


Replenish reanimator is now a very real threat, at least in casual circles. Turn 1 Entomb Omniscience, turn 2 Dark Ritual out Replenish, then proceed to cast any number of wincons from your hand - Cruel Ultimatum is a pretty good choice given that it gets you closer to winning while putting more fuel into your hand. Tutors are also a good double-purpose card in this sort of deck, given that they set up the combo, then cast be cast for free when Omni is out to actually fetch a wincon.

@C1455 - the combination of this and Enter The Infinite is a 'win more' situation. Enter the Infinite, in particular - if it successfully resolves and you can't win in a single turn with every card in your library sans a single land, you're doing it very wrong. If you're running a deck that actually casts ETI (ie. EDH), then you should be packing at least one instant win combo for when you do get it out, as well as sufficient protection for that combo. There's certainly nothing wrong with win-more though,... (see all)
Posted By: JaxsonBateman (12/11/2012 4:58:37 AM)


I like this card for what it enables, but I think once it's integrated to most decks, it makes combos a lot more simple (which can be a good thing, depending of your point of view), but on the other hand you had to be really creative to put that killer turn 0-1 win combo, or that infinite mana combo on turns 0-1.
The management of mana early on was constraining, but it made you look for possibilities (even if most options boiled down to removing a spirit guide from your hand).

If you can cheap that out into the battlefield through Flash + Academy Rector or other means you lose that mana constraint that in my opinion, made things interesting and forced a little more creativity on the combo player side.
Posted By: Khalmyr (5/21/2013 8:09:05 PM)


Enter the Infioh god what have I done
Posted By: Continue (7/17/2013 6:13:21 PM)


and once it's out, follow it up by Jokulhaups and let the fun begin.
Posted By: smokyWSDXS (12/13/2013 1:38:39 PM)