Totally worth while in limited, not to mention decks that build around key creatures. Regeneration is a highly under-rated effect.
Posted By:
Jhyrryl
(4/29/2013 1:17:19 AM)
Death Ward, never having seen any play since 93, now also available in green.
Posted By:
majinara
(4/30/2013 4:57:15 AM)
Am I the only one who sees a bit of John Donne in the flavour text?
"Each man's death diminishes me,
For I am involved in mankind.
Therefore, send not to know
For whom the bell tolls,
It tolls for thee."
For that reason alone, I love this card. Even if it's not really all that playable.
Posted By:
Majora_13
(5/11/2013 3:27:12 AM)
Love the flavor.
"Help me, my arm is injured."
*BOOP*
"No it isn't."
Posted By:
SirLibraryEater
(5/25/2013 4:41:35 PM)
This is the Timeshifted Death Ward.
Posted By:
Technetium
(6/10/2013 1:56:17 PM)
I've yet to have a draft where this was worth picking.
Posted By:
CogMonocle
(6/21/2013 9:17:17 AM)
This card is a lot better than it looks. Only one mana is a steal to keep your creatures alive, and it is actually seeing competitive play right now in several Bant hexproof decks.
4/5
Posted By:
Tamerlein
(7/18/2013 5:23:42 PM)
This can save against doom blade, but giant growth is better in most cases.
Posted By:
TheWrathofShane
(7/26/2013 7:11:15 PM)
Precursor Golem -> Cackling counterpart -> this -> Sundering Growth = shenanigans (extra points if you've counterparted a Master Splicer or the like beforehand). You can even rig it so that the Precursors go away at the end*, eliminating the obvious achille's heel.
*stack the copies so that the last two mending touches target Precursors, then Sundering Growth before resolving those.
Posted By:
IncoherentEssay
(8/27/2013 4:35:48 AM)
This should have replaced Regeneration a long time ago!
Posted By:
The_Erudite_Idiot
(9/30/2013 1:36:00 AM)