Play with Eon Hub.
Posted By:
bram-s-wallace
(12/17/2009 12:47:28 PM)
if it leaves play with counters, then those damages wont be dealt because its already been converted into counters and the second ability wont resolve in the upkeep. this card is good with return target permanent spells and vedalken mastermind.
Posted By:
jumpenrun
(12/10/2009 5:30:13 AM)
Perfect combo with Doubling Season! Instead of taking damage, you take twice as much damage.
No, wait...
Posted By:
Aquillion
(3/1/2013 11:20:39 AM)
Good card on its own, since you can use spare mana to absorb damage, reducing the impact of any zaps or attacks, and incredible in combos.
Posted By:
statiefreez
(4/2/2010 9:58:17 AM)
Screws up poison decks, since you won't get any poison counters anymore. Also prevents any cards with "when deals combat damage to a player" from triggering. Also allows you to play spells that deal massive amounts of damage to everyone, to kill off the other players. Since you won't be dealt damage until your next upkeep, you survive. Just one word of advice: don't put it into decks with doubling season.
Posted By:
majinara
(12/19/2010 4:47:01 AM)
luminarch ascension
Posted By:
Keino
(2/10/2011 4:07:52 PM)
Vampire hexmage makes this fun.
Posted By:
Belz_
(4/17/2010 11:11:57 AM)
Could be useful in executing a win condition with Near-Death Experience, but it'd be painfully obvious that you're trying for it so your opponent will probably wait until they can hit you for more than you can pay off (assuming they don't have enchantment removal.) Probably works best when paired with self-burn at the end of opponent's turn so you can fine-tune the results.
Scars gave this card another fun toy as you can now imprint Vampire Hexmage onto Mimic Vat. This could also function as decent sideboard tech against infect since it turns damage into life loss.
@TheSwarm: Technically, this doesn't prevent damage. The first part of it is a replacement effect (noted by the if/would/instead wording.) So this functions perfectly well in the face of "damage can't be prevented" effects.
Posted By:
Artscrafter
(1/4/2011 1:28:47 PM)
The second part of the card can't trigger unless it is in play with delay counters at the beginning of your upkeep. If it isn't in play, or it has no delay counters, nothing happens.
Posted By:
Bouchart
(9/14/2009 3:10:35 PM)
The following should be possible, right?
Get 20 or more delaying counters on this card, turn it into an artifact with Liquimetal Coating then Dismantle it and put the counters (now charge counters) on stuff like Darksteel Reactor, Grindclock, Tumble Magnet, Titan Forge, Pentad Prism, Gemstone Array, Altar of Shadows, Chimeric Mass....
oh yeah...Door of Destinies!
Posted By:
Manji187
(3/3/2011 12:55:52 PM)