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OK there are a lot of reason this cards broken

in a 1/1 counter deck like green blue you can evolve a lot using it

playing the card primordial hydra on my opponents turn

and with gyre sage providing back up with 4 1/1 tokens is just mind blowing amount of playability

not to mention turning really good sorcery speed cards into instant speed is drool worthy

as well hands of binding becomes even more playable being able to play it as a instant

so heres a very good scenario

gyre sage untapped with 4 1/1 tokens on it so first tap her to float over all your mana

activate alchemists refuges land ability

play a card that can evolve gyre sage for a cheep price making her mana count 5

tap all but one of your mana(leaving one open) and play primordial hydra evolving gyre sage again bringing her mana count to 6

tap another of her mana for forced adaption on primordial hydra

so heres how it is

you have a 6/6 gyre sage, another creature, and a 6/6 hydra with forced adaption yeah... (see all)
Posted By: alexyota (5/29/2013 7:16:51 PM)


so it's like Flash on a stick but with out the downside/upside of it
Posted By: Xineombine (6/1/2013 12:41:30 PM)


Instead of my usual attempts at wit, I'd like to provide some analysis for this intriguing megacycle of lands from Innistrad, namely how said lands fit into the overall design of the block.

Analysis: Alchemist's Refuge is one of the more flexible cards in Innistrad block. Its benefit applies to any nonland cards, whether creatures, instants, sorceries, enchantments, artifacts, or even planeswalkers. Avacyn Restored's Soulbond creatures welcome the fluidity flash provides, especially the heavy-hitting Wolfir Silverheart, protective Elgaud Shieldmate, and flicker-happy Deadeye Navigator.
Posted By: Manite (11/11/2013 3:13:13 PM)