For commander this is better than anything like pacifism. No one plays vanilla commanders. They alwayd have something with an ability. Which makes this thing one of the few cards which can take it a commander. 5/5 for that. In any other format i wouldn't rate it that high, but this was reprinted in commander.
Also to add to the hexproof. You could use it on hexproof creatures, if it wasn't cast from you hand. Personally I the way enchantments work is pretty dumb (feel free to disagree). When you play an enchantment you select a target creature, then it attached to that creature. However when it enters the battlefield by other means, and has no target. You can choose any creature and it attaches to it without targetting it. I really have no idea why it work that way. It seems inconsistent with how the term target mormally works. So yeah you can use it on hexproof creatures, but not easily.
Posted By:
GordonFreechmen
(2/9/2014 11:09:35 AM)
Turn your Avacyn into a Darksteel Relic.
Posted By:
Wolftitan3
(2/17/2014 9:57:23 AM)
Obvious comparison is with Journey to Nowhere:
Advantages:
+ Can be slapped on Hexproof/Shroud creatures if put directly into play (most relevant with Zur the Enchanter)
+ Can be put on your own creatures if necessary
+ Vigean Hydropon, lol (and any other shenanigans involving +1/+1 counters)
+ Anything with a -1/-1 counter on it dies, meaning they can't destroy the enchantment to get it back
+ Doesn't trigger "leaves the battlefield" effects
+ Misthollow Sphinx can go away
+ Interacts with Aura cards like...er...Aura Swap?
Disadvantages:
- Leaves them with a good ground blocker
- Bad against +1/+1 counters and any buffing abilities
- Can't do that trick where you remove it from play before Journey to Nowhere's second ability resolves, removing the target permanently
- Anything with a -1/-1 counter on it dies, meaning graveyard shenanigans can bring it back
- ... (see all)
Posted By:
LordRandomness
(3/7/2014 3:21:51 AM)
PHENOMENAL COSMIC POWERS!
itty bitty living space
Posted By:
Hyperviper
(4/24/2014 4:54:36 PM)
No, this is not comparable with Journey to Nowhere. They're not even a little similar.
Posted By:
docjarvisd09
(6/5/2014 9:23:03 PM)
Fantastic card in Commander. There are only a few good ways to reliably keep a commander off the field for more than a few turns, the most popular being the ol stick-em-back-in-the-library trick via Condemn or something like that. My favorite trick historically has been mind controlling their creatures, as it forces them to use removal.
But this is unique in that you can reliably remove what's likely the most powerful creature on their field, for only two mana. What's more, unlike Mind Control, they can't just doom-blade the creature to get it back from you. The tradeoff of course is, enchantment removal gets their creature back completely. But that tends to run more rare than creature removal.
They get a great chump blocker sure, but if you're more afraid of a Darksteel Myr than you are of your opponent's commander... then something is horribly wrong.
Posted By:
SevesDariku
(6/8/2014 6:27:49 AM)