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Community Rating: 4.173 / 5  (133 votes)
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You have no idea how annoying this guy is in DotP 2013.

No idea.
Posted By: Xilinoc (7/5/2012 6:15:36 PM)
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I've been playing around with his deck in DotP 2013, and MY GOD...

He has so many powerful stuff it's unreal.

First off, he has himself in his deck (No duh.) to start, along with four of Talrand's Invocation, which are pretty badass in his deck. He also starts with Sphinx-Bone Wand, which excels in that deck.

The unlockables make that deck so much better.

He gets a Time Warp fairly early, along with Cast Through Time... and that's when the deck gets crazy.

Nothing quite beats being able to turn Time Warp into Time Stretch, charging your wand twice for every spell, playing your Rite Of Replication kicked for only 5 mana the following turn, and other general nonsense.

Then you get Panoptic Mirror.

Imprint Time Warp on there? Infinite turns. Rite? Five mana for five copies of ANY creature EVERY turn. Time Reversal? N... (see all)
Posted By: Exclaimer999 (8/25/2012 8:30:36 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


I've played a few games with this guy, and I can safely say that he is immense.

Throwing out so many creatures for casting the spells which Blue needs to cast anyway is so useful, and I even tried out Divination a few times with pretty good success. We all know Divination is rubbish, but when it becomes: 3 CMC, 'Draw two cards, spawn a 2/2 flyer' it's suddenly glorious.
Posted By: Anggul (7/29/2012 5:32:16 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


In case you need a set of cards that want this guy on the field with them:

Gelectrode
Wee Dragonauts
Charmbreaker Devils
Favorable Winds
Intangible Virtue

I'm seeing three major routes here:
{U}/{R} Counter/Aggro
w/ Dragonauts (or a standard replacement such as Delver)
either Charmbreaker Devils or Favorable Winds (not both at the same time as the Winds doesn't help the Devils)
If you swing Favorable Winds go with Delver, if you go with the Devils...add more combat tricks in place of Delver

{W}/{U} Token/Control
w/ Midnight Haunting, Gather the Townsfolk, Intangible Virtue,

{W}/{U} Token/Exalted
w/ Sublime Archangel, Builder's Blessing, Intangible Virtue (as an alt wincon).


I hope this helps build people into some truly unique decks. (Also consider him... (see all)
Posted By: alphagprime (7/13/2012 4:22:31 PM)
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@saucyninja007: Perhaps you missed the line where it says Talrand is.. wait for it... Legendary?
Posted By: LiXinjian (11/22/2012 8:52:11 PM)
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Say hello to U/X control. It'll be your home for the next year.
Posted By: Deco_y (7/5/2012 4:18:52 PM)
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Draw-Go gets its win con...
Posted By: infernox10 (7/6/2012 12:26:34 AM)
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Drakes generally suck.

Lots of drakes, though...
Posted By: Lord_of_Tresserhorn (7/5/2012 6:48:39 PM)
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Most merfolks have some way to get by on land, and it has been that way since very early on in magic.
Why? Because flavourwise, how else would they be participating in the battle between you and your opponent? How else would they intervene when that ogre comes charging for you, and how else would they be able to attack your opponent?

I remember a daily MTG article on this subject, probably around zendikar block, but I wasn't able to find it. However, it mentions that merfolk have been able to traverse land since at least mercadian masks. Buoyancys flavour text (also referenced in that article) explains it quite well.
Granted, I don't think all merfolk have this ability, but it is at the very least a fairly common merfolk trait in the MtG universe.
Posted By: exterion (7/10/2012 6:23:27 AM)
Rating: 
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I'd say he goes best in BlueRed, making Drakes with every counterspell and burn.
Posted By: Trygon_Predator (7/5/2012 6:05:56 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 




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