It basically has (if it doesn't leave the BF) "Whenever a creature an opponent controls becomes tapped, you gain one life." Which is cool.
It is a bit costy, though.
Posted By:
Baesjido
(11/12/2009 6:53:46 AM)
nice card likethe effects
Posted By:
noarms
(6/23/2009 9:40:23 AM)
Easily the third best Azorius card, right after the Grand Arbiter and Azorius Guildmage. This card is best when combined with a guildmage and a Training Grounds. And in multiples. This is one of the few examples of a game-breaking enchantment that actually benefits greatly from having multiples out ASAP.
Posted By:
MacBizzle
(4/3/2012 3:33:57 AM)
This seems like a reprint from an older set, with unique counters and all. Verr strange.
Posted By:
Goatllama
(11/7/2012 7:44:08 PM)
Annoyingly big effect against any sort of weenie deck. Teaches new players (among many many other cards) that swarms almost always need a big baddy supporting them somewhere. Favorite in this case would be Saprolings and a Germinator as you still only need X+1 tokens (where X = the number of defenders) and then a boatload of them sitting backline
Still, saving up that many saps can be painful if they're boardwiping, or any number of other problematic over-extending counters. I'm glad that it's 5 mana so it stays out of the game for awhile.
Posted By:
blurrymadness
(4/12/2013 8:43:00 AM)
Run this with Sun Droplet and cards that'll reduce the damage you take and you'll quickly become completely invincible save for 20-damage bashes.
I run this in EDH with tap-outs, as well as the aforementioned sun droplet. I'll let my opponent beat on me with his normal creatures and barely take a scratch and totally prevent all commander damage that he sends my way as I prepare to utterly lock them down.
Posted By:
Krysto
(9/13/2013 6:50:41 PM)