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Lets not forget the fact we can use artifact mana on others turns so we dont destroy our own stuff. Even cards like Fade away become a little more interesting with this out.
Edit: Holy cow, one of my heros noticed me! A tip of the hat to you Aaron! That made my day. :)
Posted By: XTwistedsoulX (7/30/2011 1:41:12 AM)
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Crenel and I are on the same page; this card screams Blue/Red. Terrifying level of land destruction when combined with Drain Power or Mana Short.

Awesome for combo potential

4/5
Posted By: Gaussgoat (2/17/2010 2:07:30 PM)
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Aaron's Random Card Comment of the Day #20, 10/22/10

Another day, another red enchantment meant to hose counterspells without explicitly saying so. Price of Glory was released one year after the last card I talked about that did this, Monday’s Tectonic Instability. I guess R&D was having serious trouble with counterspell decks at that time and found the best way to hose them was with nasty hate like this.

Despite being almost strictly worse than the paragon of control-hosers, City of Solitude, this one at least did its job. R&D knew it was going to have an impact, as it was previewed on the now-defunct Sideboard.com by one Brian Kibler nine years ago. I’ve seen it in various sideboards in Standard decks from that era, and there was a time where this was showing up in Vintage sideboards as well. Not only is it good against counters, but anything that might require mana on an opponents’ turn, like activating a Circle of Pro... (see all)
Posted By: Aaron_Forsythe (10/22/2010 3:24:36 PM)
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Mana Short combined with this won't destroy all your opponents lands unless he or she taps out all of their land in response to your spell. Since Mana Short taps the lands itself and NOT the opponent. This enchantment says that the player has to tap the land for mana themselves. Drain Power on the other hand would destroy all their lands.
Posted By: CeremonialBathory (11/19/2010 12:05:57 AM)
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Just people playing blue? What about red? Damn burn spells eating up my creatures.

Also, this + Defense Grid = safe turns.
Noone's gonna lose 6 lands for a cancel.
Posted By: psyklone (6/21/2010 9:36:31 PM)
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I use this in my sideboard for my red/black control deck. If I'm facing a counter heavy blue deck, I bring this out to keep the counters to a minimum. It works really well in this deck, but it's use in almost any other type of deck is limited.
Posted By: riskVSreward (7/27/2009 12:41:40 PM)
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blue/red? no!
this hits you too so if you counter something you have to sacrifice lands.

my favorite use for this card is in GR beatdoun. It's just like a giant middle finger to anyone playing blue
Posted By: Gezus82 (6/7/2010 8:18:56 PM)
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I don't know how efficient it would be to use this against a red deck - they can still burn your creatures during their own turns... But I definitely agree with Gezus; this is like a giant middle finger to anyone playing blue rofl.
Seems like a nice sideboard option for a land destruction deck - most land destruction spells are sorceries anyway, so you'll rarely end up blowing your own lands to pieces with this. I like the idea of "either you lose your lands, or you cast a counterspell and lose even more lands".
Posted By: GrimjawxRULES (7/12/2010 11:37:53 AM)
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I'm really glad we have more subtle, low-impact hosers these days. This, Choke and Boil just look obnoxious to me today.
Posted By: yesnomu (10/23/2010 11:16:16 AM)
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This is arguably the best in Blue/Red decks due to the nature of several Blue counter abilities (i.e. "Counter target spell unless its controller pays (X)", Force Spike). There's nothing quite as satisfying to me as saying, "Either I snuff one of your most important spells or you lose out on extra land." Of course it defeats the purpose of traditional Blue/Red which allows you to cast during an opponent's turn, but when played right it's quite humorous.
Posted By: crenel (6/9/2009 2:11:55 PM)
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0.51.01.52.02.53.03.54.04.55.0

 




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