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Community Rating: 2.769 / 5  (39 votes)
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It's not totally strange to see white with card-drawing capabilities (Heal, Prophecy, Martyr's Cry) and the second part of it is entirely white.

"Hmm...do I want 2 cards and 0 life, 1 card and 2 life, or 0 cards and 4 life?"
Posted By: Alsebra (3/1/2011 4:45:13 AM)
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@Kefra - Runeflare Trap, Kederekt Parasite, Underworld Dreams, Needlebite Trap, Mind's Eye, Kavu Predator etc etc. It's not a great card, at all, but it isn't useless. Which is odd for Homelands...
Posted By: CeremonialBathory (12/7/2010 10:55:25 PM)
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They actually put 1 card on par with 2 life back then!!! Now Ancestral Recall makes sense.
Posted By: TheWrathofShane (5/3/2012 6:27:21 PM)
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Well, it does give everyone cards, so that's something.

Of course, I assume back then in crazy-Homelands-time, you were supposed to foresake the cards to gain life since life-gain is sooooo powerful.
Posted By: Radagast (11/4/2011 11:39:07 AM)
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I understand that card-draw is not White's thing and so this gets a pretty significant drawback. But wow. If you really want card draw, splash blue...Blue works well with white anyway and a lot of card-advantage spells only have one Blue in them (Inspiration, Counsel of the Soratami). Get those cards without giving them to your opponent too. And if you want life-gain...hell. You're playing WHITE. Congregate, anyone?
Posted By: Kefra (6/18/2010 3:54:58 PM)
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Its White card draw for 3 mana not entirely terrible.
Posted By: Norrinthewary (11/8/2011 7:31:24 PM)
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Great fun in multiplayer, and combos well with underworld dreams: Draw cards and lose life or just gain life.
Posted By: Scottevil912 (6/5/2012 12:03:51 PM)
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There are a lot better cards to combo with Underworld Dreams - things like Spiteful Visions which would have you going black/red or blue/black/red, not white/black.

That said, this card isn't terrible. Yes, you would be better off splashing blue or really any color if you wanted card draw in your white deck, but casual players don't always want to change the colors of their decks to open up their card options, a fact which is especially true in Commander as changing the colors would mean changing the commander chosen as well. This type of effect is exactly the type of card draw I would expect white to get. I just wish white got more of the Vision Skeins type effects than blue does, as blue has enough other card draw mechanics available that it doesn't need these too.
Posted By: sarroth (3/7/2013 5:55:15 PM)
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If you are playing mono-white EDH/Commander, then this card is good.

Mono-white has the distinct disadvantage of having almost nothing in the way of card draw. You try to get ahead in the early game and stay ahead, but without cards in the midgame you start to fall off.

That's where cards like Howling Mine, Mikokoro, and Truce come in handy. You get to refill your hand at instant speed, and because of the way mono-white works, you need cards more than your opponents need cards. If you are worried about them gaining too much card advantage, then run Rule of Law and/or Curse of Exhaustion, which you should be doing anyways to stop combo players.

Overall, a situational card, but not a bad card by any means.
Posted By: snazzycool (5/22/2013 6:47:35 AM)
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0.51.01.52.02.53.03.54.04.55.0

 




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