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0.51.01.52.02.53.03.54.04.55.0
Community Rating: 3.862 / 5  (94 votes)
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I already like Soul's Majesty, this is it's small brother. It's cheaper, but it requires some strategy to be used - it can be very usefull, but you need to time it correctly. Harmonize is more reliable, but this definitely seems like more fun, especially with new tools green is getting in last editions.
Posted By: Narim (7/17/2011 9:39:11 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


The art reminds me of an old Gary Paulsen novel. I played two of these in a draft deck, and most of the time it was useless in my hand. Not a bad card, but doesn't belong everywhere.
Posted By: Vandarringa (7/17/2011 7:20:23 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


This is going in my mono-green EDH deck.
Posted By: Gelzo (7/8/2011 6:12:27 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


@wumpsmust die: I kind of agree with you about it being rather pricey, but isn't the whole thing that you can cast this after blockers are declared? You would simply wait to see which of your creatures gets through and once you play one of these, your opponent is likely to block more aggresively to deny your card advantage.

Personally I think this card is a tad overrated. Green has ramp and library seaching up the ass, it really doesn't need card drawing too, it will end up wasting valuable slots for cards that actually do something, as opposed to this, which just gives you more chances to do something.
Posted By: AngelPhoenix (7/21/2011 10:12:59 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


Im in love with this card.

Pros.
-Very very splashable.
-Any unblocked creature turns into a monster threat.
-Combos with trample, flying, or any other evasion.
-Combos with Pump up spells.

Cons.
-Weak against counters.
-Weak against instant creature nukes to loose a 2 for 1 deal.
-Dead draw if opponent is "dominating the field" and you need a removal.

Potentially game changing spell for 2G

Rating 5/5
Posted By: TheWrathofShane (8/23/2011 1:20:42 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


Costs too much in my opinion. My reason why (lengthy- if you don't care, don't bother haha):

You would need to target something that is at least a 2/1, and something that isn't being blocked. Plus it is 3 mana, That means that it will be at least turn 3 before you are able to use it given you need something worthwhile to use it on. Plus the thing you use it on on cannot be blocked.... I find it unlikely that by turn three you would have something usable other than say a garruk's companion or a 1/1 with a giant growth to use it on. Later in game, when larger potential draws are available to you, it could be more useful, but I bet it will often sit in your hand early game frustrating the hell out of you. It's a combo intensive card, and all of its minimum requirements to be useful suggest to me that it should only cost two forests in order to be more playable. It stifles greens early ramp and is a late game gamble because in order for... (see all)
Posted By: HuntedWumpusMustDie (7/15/2011 6:07:53 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


Dudes. For once, don't rate just on power. Rate on design. 5 stars, uncompomisable. The game needs a cycle of cards like this. One of the reasons Blue is so hated is it had a monopoly on 'being smart' for a while, challenged only by black. Tutors, Draw, Selection, etc. were ALL black, blue, artifacts, or unplayable. This. Is. Wrong. as can be seen by the printing of Harmonize, and now Hunter's Insight.

Really, the only thing White, Red, and Green had that was remotely that good for the LONGEST time was Fetch-Lands. I understand the color pie. I think Blue should still have the best card drawing. And Red should have the worst. I just think that silver-medal card drawing shouldn't suck ass. Even Red card drawing ought to be finely playable in Limited, or Intro Pack Wars. (pick up two starter decks and pretend they're Duel Decks)

Every color should have a card they can point to and say 'this is the new breed of fixing Ancestral Recall', because it's an effect that belongs in all colo... (see all)
Posted By: DarthParallax (8/4/2011 9:39:41 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


I took part in a FNM thing yesterday and used this in my splicer deck. attacking with 4 golems with precursor golem out was definitly a highlight of that. Drew 12 and used my next turn to kick a rite of replication.
Posted By: The.Laughing.Man (7/23/2011 7:55:18 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


>.>... *tries not to be bias*
Gah Dx Who am I kidding, I love wolves! I'm actually giving this a 5/5 just because of the wolves. But for some reason, I see this made BECAUSE of wolf cards like Lone Wolf or Wolf Pack who deal Bypassing damage, like:

Oh, you block me with a 1/1 creature that won't kill my Wolf Pack, and you think you are safe? Think again, I deal damage to you instead of to your creature.

The card with the first Bypass Damage type was wolves, so it would only make since that a Spell that would go EXCELLENT with bypassing damage would be wolf artwork. An the flavor text is awesome.

Basically: Simply put, Use this on a Trample or Bypass Monster to guarantee either, they Mass blocking your ONE creature to stop it from dealing any damage (trample) or they have no way of preventing you from drawing a good number of cards (Bypass)

Also: Bypass was a name we, at our table, gave the abilities that say "You may assign combat damage to... (see all)
Posted By: TrueBloodWolf (8/3/2011 8:37:13 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


Wow. I got this in a draft and I had a Sacred Wolf enchanted with a Trollhide and a Dark Favor. I drew eight cards.
Posted By: JFM2796 (9/4/2011 12:31:16 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 




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