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Community Rating: 3.677 / 5  (113 votes)
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the card that IS a cantrip
Posted By: Arachibutyrophobia (11/6/2011 4:03:07 PM)
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This card is mint. As the previous poster said, its all about being able to make use of counterspell mana. Came first yesterday at a local tournament riding this thing and forbidden alchemy to card advantage victory in my UB control. You dont even need a counter in your hand, people just dont do anything if you leave 2 or 3 mana open, and this fills in the gaps for you, I must have casted it 35+ times in 8 games.

5/5 for value!
Posted By: EternalPhi (11/6/2011 6:27:35 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


One of my most favorite card draw cards of all time. Being able to hold onto your counters until their endstep puts it a step up above many other card draws in Standard right now, such as Divination.

5/5
Posted By: Tamerlein (7/18/2013 4:32:00 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


It confuses me why an auto-include in one of the most powerful tournament decks around at the moment is rated so low. Instant-speed card draw is immense, especially when you can split the mana cost. "Oh, you didn't cast the spell I was going to stop that turn? Oh. I guess I'll turn this mana I was going to use to Mana Leak into card advantage. Man, that sucks."
Posted By: Mittoo (11/10/2011 5:06:30 AM)
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0.51.01.52.02.53.03.54.04.55.0

 


You're not supposed to play this card from your hand. You're supposed to mill yourself, say "oh hey look what landed in the graveyard, isn't that dandy?" and flashback it. Cards that mill you + this card = card advantage
Posted By: candyapplecorn (9/25/2011 10:21:23 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


Leomistico's winning this thread so far. The point of Think Twice isn't to draw more cards, it's to cast more spells. So your Gelectrodes machine-gun down the enemy line, you've got a 7/2 Kiln Fiend ready to charge in, or 12/4 Charmbreaker Devils or whatever, and you get two more spells in your hand so they can go again next turn. Bonus points if they also have Flashback or Rebound.

That's Think Twice's real explosive power. The subtle synergies like end-of-turn draw in control and self-mill are the gravy that push this card over into "great" territory.
Posted By: Minus_Prime (11/9/2011 6:59:43 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


People who underrate this are not considering how important instant speed is.
Posted By: Folesauce (11/14/2011 7:45:37 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


Better art than the Time Spiral one, but the flavour text is worse...

I report exactly what I said in the Time Spiral version because, as a player that cares almost only about Modern, it's valide the same:
I've played it a lot in those days in some Izzet deck. Casting the same spell twice is a huge advantage when you control cards like Gelectrode or Wee Dragonauts, and drawing cards made my Niv-Mizzet a serious threat, as if it need a help... The fact that it's an instant that costs 2CMC make it so playable at the end of your opponent's turn, while you kept two lands untapped to counter something with Remand, in case!

This card is so much win... Simple and powerful!
5/5
Posted By: leomistico (10/12/2011 2:09:33 AM)
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Absolutely love playing this card in conjunction with Talrand, Sky Summoner on the field. It not only gives you a card(and a drake) but it lets you get a card(and a drake) later on if you have some extra mana to sink into it.

People who think this card is lame just because it replaces itself aren't thinking outside the box. Remember, the card(Think Twice) is being cast. Try to use it with other cards that care about when cards are cast.
Posted By: Burgertog (4/30/2013 10:50:56 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


I've been using this in my blue decks since it came out in TS. Fantastic card.
Posted By: Shard_Fenix (10/16/2011 1:39:00 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 




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