Still expensive, but more powerful than most cipher spells. Note that the life loss doesn't have to be the opponent you attack.
Posted By:
Cyberium
(1/23/2013 1:56:09 PM)
Thought you had a three-turn clock, did you?
You thought wrong.
Posted By:
http404error
(1/26/2013 8:32:41 PM)
By turn five, assuming you've drafted/opened the unblockable creatures Dimir needs, your opponent may be low enough for this to finish them off, especially if it hits again on the Cipher. Explosive Impact saw some use as a finisher, and this has a good chance of doing more damage.
Posted By:
ThePinkBaron
(1/23/2013 9:50:32 PM)
Not efficient up front, but repeatable damage late can really put the pressure on. 3.48/5.
Posted By:
Purplerooster
(1/24/2013 5:27:56 PM)
Clear use of cipher is on unblockable creatures. This is really powerful in sealed, where you are able to get several unblockables and flying creatures. This works good because dimir doesn't have many power raising spells in Gatecrash, so slapping this on a creature will get the game to end much quicker. Six damage the turn you play it (3 from casting and 3 from ciphering), with an extra 3 on your creature each turn riding you to the win. Not quite a bomb, but a decent limited pick.
Posted By:
shotoku64
(1/27/2013 6:27:59 PM)
Great art. Not so great card.
Posted By:
Halaphax
(2/10/2013 9:12:32 AM)
Basically six damage if you use it right on your evasive guys in limited for five. Pretty damn good if the chips are in your favor.
Posted By:
lorendorky
(1/22/2013 5:37:48 PM)
Play this on an unblockable card on turn 5, give it hexproof and watch the "Magic" happen.
*face-palm*
Posted By:
handoflazav_414
(1/24/2013 12:54:47 PM)
so basically in most scenarios this is +3/+0 ... meh
Posted By:
don_miguel
(1/27/2013 7:13:56 AM)