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I would like to see this in standar soon :3

Enables miracles: counter, draw a card in their turn, reveal a miracle, cast it for cheap in their turn.
Enables tempo decks: Delver and Snapcaster would be very happy with this tempo spell around.
And reprinting it would make it easier/cheaper to get.
Posted By: Nyan (8/24/2012 10:13:53 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


You could combo this with a low cost spell & Guttersnipe, to counter your own spell then re-play the spell to get extra spells played in a turn to do more damage via Guttersnipe.
Posted By: MikeR. (1/17/2013 10:57:08 AM)
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0.51.01.52.02.53.03.54.04.55.0

 


Works great against miracle cards.
Posted By: Winterhawk200 (2/7/2013 9:39:03 AM)
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0.51.01.52.02.53.03.54.04.55.0

 


Someone at Wizards wrote in an article that casting this T2 is like casting Time Walk T2.

While Time Walk is still more powerful because of the potential to make degenerate combo decks more degenerate, if you're just Time Walk-ing for another land drop and another card without letting your opponent do anything in between, Remand pretty much does the same. Aggro decks just missed their T2 and now have one less turn til their boards get wiped or you assemble your winning combo, etc.
Posted By: sweetgab (6/29/2013 5:59:43 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


@El_Pared
???? I have no idea how you think that works. If you have 2 copies of remand on the stack (1 being the card, the other being a copy), there is no way to counter 2 spells. If you counter their spell first with the real remand, your copy will have no target (it is illegal now since it went to the graveyard after resolving) and just get countered itself and you lose remand and the copy did absolutely nothing. If you counter your original remand with the copy to put it back in your hand, guess what. You just countered your own spell and it doesn't resolve. That means you just drew a card for a bunch of mana in response to their spell which will now resolve - meaning you did nothing but a draw a card in a ridiculously complicated way.
Posted By: SAUS3 (7/11/2013 11:09:10 AM)
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0.51.01.52.02.53.03.54.04.55.0

 


Best in combo decks, as it gets you closer to your win con while delaying theirs. You don't care about their threat in the long run, you care about their tempo.
Posted By: blurrymadness (7/18/2013 2:53:53 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


@SAUS3: 1 Remand, 2 copies of it. Note "anything that copies it twice"

Also, incredibly ridiculous card. Remanding your own Storm spell seems like a good trick...
Posted By: j_mindfingerpainter (7/28/2013 7:52:55 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


I know some players who use this as a crutch in all blue decks.
*edit, two years later* The card is now averaging 15 dollars...really a matter of luck, locating a playset at 4 dollars each back in 2011.
Posted By: Kontrah (8/6/2013 8:18:25 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


Solid card is solid. Needs to be re-printed.
Posted By: RecurringMemories (9/22/2013 6:23:07 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


This card is so much more devastating than it looks. Yes, they may get to recast the card again, but you essentially just wasted their entire turn, at no cost to you (since this card replaces itself). However, when you cast Remand on something like a flashbacked Unburial Rites, or a 4-life Dismember, or a Living End cast off of Cascade, or anything cast off a ritual, well then you are in value town and just completely destroyed your opponent.
Posted By: SirZapdos (11/18/2013 8:02:07 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 




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