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Community Rating: 4.565 / 5  (191 votes)
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Love it for the control matchup. If they don't get rid of it, their counterspells are effectively useless. As has been mentioned, they'll probably have ways to get rid of it, but the point is - cards which *require* answers are generally good cards.
Posted By: JaxsonBateman (7/8/2011 8:42:00 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


i'm gonna end up hating this very much, very soon... unless i start playing white again...
Posted By: a_mano (7/9/2011 7:45:34 AM)
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0.51.01.52.02.53.03.54.04.55.0

 


for two you get control "lock down" and a big target to force the wasting of a good card; lots of room for abuse and still not that hard to take out, 5/5 can't say it's a overpowered card of a weakling, feels like a great add to any white+anything deck
Posted By: Tantudo (7/9/2011 11:26:48 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


This would be astounding in {G}...
Posted By: tcollins (7/15/2011 10:23:41 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


I'd sit him next to my Puresteel Paladin. Whispersilk Cloak seems to have a new friend.
Posted By: BastianQoU (7/16/2011 8:51:38 AM)
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0.51.01.52.02.53.03.54.04.55.0

 


people are so noobish now days. I played against a guy running this in legacy, he side baorded this card in against my merfolk, i murder him because it really isn't that good.

here is the reason as to why this card isn't that good(city of solitude is good, saying that it's overpowered is a stretch.)
1. it's pretty much only good mono white or some kind of gw decks would run this card. these decks get shut down by massive destruction spells such as damnation, or wrath of god.They also get shot down by ghostly prison or prapoganda. Counter magic really doesn't effect aggro decks because they are far to slow to be effective against aggro decks. The cards that kill aggro decks that controls run are mostly sorcery speed anyway so it doesn't really matter.

2. people say it's good against combo? well sure but hivemind goes off on their own main phase anyway. tendril decks can just go off during their own turn also, it really doesn't matter when they go off as long as they can cast ad naseu... (see all)
Posted By: iammadmad (7/18/2011 5:01:33 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


Wow, a lot of solid debating going on over this guy.

I have to say, I agree, for the most part, with the people saying that this guy can be gotten rid of relatively easily, and weather or not he becomes counterspell/removal draw, you're still losing a card, along with your opponent.

The real fun comes in when you run 4. IMHO, it will be VERY difficult for your opponent to stop 2, or perhaps even 3 of these guys in one medium-length game, and ALSO keep your other weapons at bay. Imagine running 4 of these in a Tempered Steel deck, with 2 or more Myr Battlespheres, or various other large and scary artifact creatures. Will your opponents be able to fling kill spells around to keep taking this guy out while you play REAL threats.

I think at some point your opponent will have to decide weather he uses the kill spell in his hand for your second Abolisher, or something else you have on the field that's much more threatening to his life tot... (see all)
Posted By: AngelPhoenix (7/20/2011 11:39:25 AM)
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This guy pairs up really well with Gideon Jura ; you can use his 0 ability without fear of getting zapped!
Posted By: Khavrion (7/21/2011 8:53:28 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


This guy is probably my favorite M12 card. I'm running three in my Puresteel Paladin deck, (only because my fourth one is in the mail). He made a huge difference, especially when I managed to get some Swiftfoot Boots on him. My opponents became so concerned with getting rid of him, that they ignored my growing army of Flayer Husks and Mortarpods.
Posted By: RxPhantom (7/24/2011 11:45:17 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


This card hoses those annoying players that wait last minute to do their abilities (such as waiting till the end of the player-before-their's turn to tutor with Terramorphic Expanse, just so you don't know what land they need until last minute possible, as if that mountain would have made you attack them with everything you had).

Well, it doesn't stop Terramorphic Expanse from doing that. But it stops pretty much everything else. I hate people who wait for the last minute to do small stuff like that, and this kinda shows them exactly how petty their reluctancy to give small amounts of information is, and how it's going to cost them when they remember a little too late that they can't do stuff on your turn.
Posted By: MacBizzle (7/25/2011 8:01:33 AM)
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0.51.01.52.02.53.03.54.04.55.0

 




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