Again, it's an event comic, so, basically, how do you snap talons again? I have been dividing Domri's death between jokes about Gamora, Rei Ayanami, and Jason Todd.
More seriously, a Divination that also gives you a sorta Maro for twice as much. Kinda eh, but sticking a sorta Maro on a card draw spell seems like a good idea.
Are you people misreading this card or do you expect to be hellbent every time it resolves? I'm thinking this will be more like draw 2, make a 5/5 or pump 5 most of the times, at least in constructed.
And even in limited, if you know you have the card in your deck you're not gonna play every land so it should at the very least make a 3/3 or pump 3, most likely more.
Glimmer of Genius, an uncommon, gives scry 2, draw 2, and get 2 energy at instant speed for 4 mana. Chemister's Insight has Jump-Start, Sphinx's Insight has Addendum, Hieroglyphic Illumination has cycling, etc. 4 mana instant-speed draw 2 usually has some extra benefit attached. Usually minor, but 2 of those are commons and the two better ones (Chemister's Insight and Glimmer of Genius) are uncommons.
3 mana instant speed draw 2 usually come with a minor drawback or one that can be nullified in some way or some decks. For example, Artificer's Epiphany has you discard a card unless you control an artifact. Tragic Lesson has you return a land card to your hand or else discard a card.
My point is that draw 2 at instant speed is not a 4 mana effect. It's more of a 3.5 mana effect. So it being uncounterable and allowing you to put a 2/2 creature into play or put two +1/+1 counters on a creature at instant speed (rather than sorcery speed) is the extra benefit, as well as both the effects being on a single card.
That said, while I don't think it's as good as you claim, your post has made me reconsider and I do think that benefit could be about right for a rare.
Drawing two cards at instant speed usually costs 4. This also either creates a 2/2 body (which usually costs 2 at sorcery speed) or makes your Army bigger. Being uncounterable is a cherry on top.
It's not the flashiest and definitely not deserving of a name as epic as "Commence the Endgame", but it's absolutely cost-efficient.
More seriously, a Divination that also gives you a sorta Maro for twice as much. Kinda eh, but sticking a sorta Maro on a card draw spell seems like a good idea.
And even in limited, if you know you have the card in your deck you're not gonna play every land so it should at the very least make a 3/3 or pump 3, most likely more.
3 mana instant speed draw 2 usually come with a minor drawback or one that can be nullified in some way or some decks. For example, Artificer's Epiphany has you discard a card unless you control an artifact. Tragic Lesson has you return a land card to your hand or else discard a card.
My point is that draw 2 at instant speed is not a 4 mana effect. It's more of a 3.5 mana effect. So it being uncounterable and allowing you to put a 2/2 creature into play or put two +1/+1 counters on a creature at instant speed (rather than sorcery speed) is the extra benefit, as well as both the effects being on a single card.
That said, while I don't think it's as good as you claim, your post has made me reconsider and I do think that benefit could be about right for a rare.
It's not the flashiest and definitely not deserving of a name as epic as "Commence the Endgame", but it's absolutely cost-efficient.