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Community Rating: 3.680 / 5  (61 votes)
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Posted By: WateryMind (7/7/2011 7:49:19 PM)


Oracle of Mul Daya is strictly better to this, regardless of her frail creature status. It guarantees you never have a dead land-draw.

This on the other hand, especially with Zendikar rotating out, seems to just speed up the game for both you and your opponent. And since your opponent both benefits first AND you have multiple copies of a dead card, you are at card disadvantage. So while he is drawing his game winner/creature removal, you instead draw in to "this."
Posted By: sniper_ix (7/10/2011 1:07:59 PM)


@tantallum99: I'm not usually, either, but these effects are very much liked by many players in Commander. I know my turn-2 Oath of Lieges was. The so-called "Spirit of EDH" gets mocked a lot, but it felt good shortening a rather long game by accelerating everyone's mana. I may have to run this in my enchantress Commander deck.
Posted By: sarroth (7/19/2011 2:44:16 PM)


This feels rather like a white card, than a green one. How many lands you have in your deck depends on what you've planned, therefore this part is nearly irrelevant within many decks (especially those your opponents control). The constant card draw doesn't really feel green, since this helps most oppenents more than you, except you're playing a turbo-fog deck.
Posted By: Cheza (8/5/2011 6:46:35 AM)


... Put a buttload of lands in your deck, and wait for this one... Then you have TONS of mana in NO time... 4.5/5
Posted By: KitaFer (7/30/2011 6:19:13 AM)


This card isn't so scary when you're riding the backs of Urabrask and Vorinclex.
Posted By: SweatyMess (8/14/2011 11:26:50 AM)


this card is a gambit it will ether tip the battle in your favor or let your enemy laugh as you help him/her beat you without mercy, not a risk im willing to take
Posted By: HeavyEcho (8/24/2011 1:49:56 PM)


Seems to be good friends with Archmage Ascension.
Posted By: LandKraken (8/27/2011 8:39:49 AM)


I guess you could combo this with Lavaball Trap. Just either fill your deck with creatures that you want to die, like Spitebellows, or lots of Noxious Revivals, and you're good to go. You get to draw an additional card and play an additional land, and they get to play two lands and lose two lands and all of their creatures. Mwa-ha-ha-ha-ha.
Posted By: TheLionsMane (9/22/2011 12:34:52 PM)


A risky card (giving your opponent(s) the same boost), but can be well worth it in the right deck. Currently got two in a four-colour milling deck along with four copies of Jace's Erasure; my draw steps are potentially painful for my opponent; also, he is drawing extra cards, giving more options, but each extra card drawn is a card closer to being decked, so...
Posted By: Eddie_Antilles (10/6/2011 7:32:49 AM)