Usually pretty powerful, but the chance of missing or hitting something small is a pretty big downside. How big does the creature need to be to make this worth the mana? 4/4? That isn't super high, but if you only get to see 5 cards, it is pretty easy to get lands, ramp, and mana dorks. Unplayable in standard. In some EDH decks it might be good, where the ability to hit something huge is worth the cost. Momir Vig, for example, can ensure that this thing is drawing an absurd amount of cards.
Right, but we're now at the point where green gets more than twice as many cards that primarily provide card advantage than blue.
The thing is, because green gets the weird conditional draw spells, there's simply more variety to be had. And honestly, they're mostly all unplayable. Blue gets the solid, reliable draw spells. You don't need very many different ones, because you'll just run the best ones anyway. And there are some good choices to be had these days, as Xaios has demonstrated.
Outside of Cryptic Annellid being able to technically see up to 6 cards over 3 scrys (yes, I know, not exactly what you were asking, but...), yes I believe it is.
I don't think the card suits her. It feels more Kiora-ish.
Scry 5 got me thinking that people were frustrated to see so many scry 1 tacked onto so many cards that it was becoming robotic. And that Wizards are too uncreative and conservative. Making this card was meant to be an example. I'm still not convinced though. We need more scry 2 effects.
Not very good in limited? You bottom all this chaff and reveal a 4/4 for example that gains you 4 life and draws you 4 cards and likely stabilize that turn or the turn after. I would first pick this in limited unless the environment was hostile towards high drops but that seems unlikely.
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"Yawgmoth," Freyalise whispered as she set the bomb, "now you will pay for your treachery."
very interesting card for green. it's a funny card that allows the player to have a chance to either draw a lot of cards or gain massive life, even both at the same time. the 5 scry is a nice touch. this card would most likely see play among casual EDH.
for people saying that green is stealing blue's ability, green always had draw power. there's Sylvan Library and Mirri's Guile to name a few.
Oh, the effect is very strong. Costing 7 to not impact the board is a real problem in a lot of sets though, and Origins looks around mid speed so far. I'd play it in most green decks, and it's probably pretty gross in RG where you want Nissa's Pilgrimage. It just doesn't seem as universally good as some cheaper cards.
It seems universally good in that green just has all these big fat idiots who are likely to draw you a bunch and gain you a bunch of life. Scrying 5 is a huge game so the whiffing potential is miniscule due to, again, limited is about creatures and green even moreso.
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"Yawgmoth," Freyalise whispered as she set the bomb, "now you will pay for your treachery."
It's limited potential all depends on how fast / slow M15 is. The New cultivate may make it so that you can hit 7 mana without any problems but still you need to have a certain amount of beef to get it right. It at the very least has potential. I wanted to break Momentous Fall so bad back in the day so maybe just maybe this can get there. Been burned with green draw spells too often though.
Mana cost: not a problem, explosive vegetation on turn 4 and you have it once you hit your next land drop. with elvish mystic, this goes even faster.
Clunky?!?!?! this card is most definitely not clunky, at least not as clunky as interpret the signs. While interpret the signs has the problem of being an expensive sorcery that didn't impact the board, which didn't allow blue decks that liked to run it the chance to hold up counterspells or otherwise be disruptive, this card doesn't suffer that problem in the same way. assume one of the less desirable scenarios: hitting a courser of kruphix as your best creature in the 5. if you choose to leave it on top, you draw 2 cards and gain 4 life, which isn't impressive at first, HOWEVER it STILL is much better than even some of the better interpret the signs. Gaining the life is the most overlooked part of this card, but the most important, as it could save you an entire turn of being hit. Courser off of this card absorbs an entire rhino shot with the 4 life, which makes it hard for the opponent to start a race with you, expecially since you just scried 5 and are very likely to have an answer to whatever they play, especially if they try to overextend due to your lack of board presence because of casting this card. now if courser was a bad scenario, imagine hitting an Arbor Colossus, or a Gaea's Revenge. Not only doing that, but making sure you draw into what you want with the Scry 5 (even if you whiff on creatures entirely), as well as preserving your life total to be able to cast this kind of spell, is what makes this card good.
Standard play: Maybe, if more decks start to run explosive vegetation like i think they will. Very good casual and commander card.
Not very good in limited? You bottom all this chaff and reveal a 4/4 for example that gains you 4 life and draws you 4 cards and likely stabilize that turn or the turn after. I would first pick this in limited unless the environment was hostile towards high drops but that seems unlikely.
Man, I huuuugely disagree. First of all, 7 mana is a LOT. So any card that costs this much needs to compensate for the games where you'll never cast it. I'm looking for something like hornet queen, that will hugely stabilize the board quickly, and turn a game I was losing into a game I am not losing the turn I play it. Even if you draw 4 and gain 4, if you're getting the crap beaten out of you on the board, you can very easily die the next turn, considering the only thing you've gained, from a not-dying perspective, is 4 life and zero field impact. Second, are 1/5 cards in your deck a creature with power greater than 4? I'm kinda doubting it. In fact I doubt you'd have more than a handful, maybe 5 tops for a deck with a reasonable curve, although most of my limited decks are lower. Which means you have a very strong possibility of hitting a weaker creature or even none at all. That would be fine if this cost 5, but 7, as mentioned, is a TON of mana. You'd better be getting some serious value. You're already jumping through the hoop of "got to 7 mana", now you're jumping through the hoop of "had a fat creature within the top 5 cards of their deck", not to mention the whole "not be about to die next turn after gaining a few life". That's a lot of conditions for this card to work, and conditions are not what you want on a card that costs 7 mana. And thirdly - scry 5 draw 4 gain 4 for 7 is...decent. Not terrible. I'd still rather play tidings. I'd rather play jace's ingenuity. But that's practically a best-case scenario. Worst case scenario you draw 3 or 2, or whiff entirely - it's happened with nature's lore, it can happen with this too.
This card is straight unplayable in limited imo. I'd much rather play ghastly conscription if I'm running a 7-mana maybe-wins-the-game highly-conditional sorcery. At least it has immediate board impact. And ghastly conscription still sorta sucks.
If you're getting the crap beat out of you it's unlikely any card in the set can save you especially if you're a green/x deck in limited/you run dudes except perhaps this as you're underestimating the lifegain a lot just like people underestimated the lifegain on sphinx's revelation when it was printed was worth all kinds of five dollars and then a few weeks later was $20. This card is on par with sphinx's revelation in limited as you're likely to gain just as much if not more life than rev with this but you also get to scry a bunch of chaff to the bottom/the card quality is enormous. If this costed 5 like some of you people thought it should it would break limited probably not pack rat/jitte levels but it would be quite unfun to play against as gaining 5 life and drawing 5 cards for 5 mana as well as scrying 5 is pretty obscene. There are few cards I like at 7 mana in limited but this is a fine one.
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"Yawgmoth," Freyalise whispered as she set the bomb, "now you will pay for your treachery."
Playable or not, it's killing me to see green getting so much more draw than blue these days.
Yeah! Its not like blue got two of the best draw spells ever printing within the same set! Blue has so little card draw these days!
Blue still has bomb card draw spells, sure. But it's not uncommon for a deck like Esper Dragons to get ridiculously out-drawn by, say, Abzan, thanks to Courser and Abzan Charm. Not that this new card is especially relevant to that comparison, but still, I wish blue could fill their hands more easily in Standard these days.
I guess I just miss Sphinx's Revelation and a deck full of utility cantrips like Azorius Charm and Quicken, and the similarities of the two Revelation cards hits that part of me hard.
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Formerly Angrypossum over at the now-defunct WotC forums.
This seems like it might actually be playable in green devotion. Their biggest issue is running out of gas, and this works really well as a final card to cast after ramping a bunch in a deck that plays 5/5s, 6/6s, and 8/8s.
Not very good in limited? You bottom all this chaff and reveal a 4/4 for example that gains you 4 life and draws you 4 cards and likely stabilize that turn or the turn after. I would first pick this in limited unless the environment was hostile towards high drops but that seems unlikely.
Man, I huuuugely disagree. First of all, 7 mana is a LOT. So any card that costs this much needs to compensate for the games where you'll never cast it. I'm looking for something like hornet queen, that will hugely stabilize the board quickly, and turn a game I was losing into a game I am not losing the turn I play it. Even if you draw 4 and gain 4, if you're getting the crap beaten out of you on the board, you can very easily die the next turn, considering the only thing you've gained, from a not-dying perspective, is 4 life and zero field impact. Second, are 1/5 cards in your deck a creature with power greater than 4? I'm kinda doubting it. In fact I doubt you'd have more than a handful, maybe 5 tops for a deck with a reasonable curve, although most of my limited decks are lower. Which means you have a very strong possibility of hitting a weaker creature or even none at all. That would be fine if this cost 5, but 7, as mentioned, is a TON of mana. You'd better be getting some serious value. You're already jumping through the hoop of "got to 7 mana", now you're jumping through the hoop of "had a fat creature within the top 5 cards of their deck", not to mention the whole "not be about to die next turn after gaining a few life". That's a lot of conditions for this card to work, and conditions are not what you want on a card that costs 7 mana. And thirdly - scry 5 draw 4 gain 4 for 7 is...decent. Not terrible. I'd still rather play tidings. I'd rather play jace's ingenuity. But that's practically a best-case scenario. Worst case scenario you draw 3 or 2, or whiff entirely - it's happened with nature's lore, it can happen with this too.
This card is straight unplayable in limited imo. I'd much rather play ghastly conscription if I'm running a 7-mana maybe-wins-the-game highly-conditional sorcery. At least it has immediate board impact. And ghastly conscription still sorta sucks.
I think what you are missing, Dirk, is this is draw for GREEN. It only requires you find a creature to draw cards. Furthermore, it is SCRY 5 for GREEN....again not something you see a lot. I think you don't quite understand how powerful of an effect this is for green, particularly in limited. Scrying, drawing, gaining life, all in one card. Not something you see a whole lot in any format.
Competitive constructed: No
EDH: Sure, but not an all-star or anything like that.
Limited: If the environment leans slow then this seems amazing, but if it is a faster environment lacking the modal fatties (i.e. big creatures with cycling/morph/etc that let you overload on them without killing your curve) then this will be a niche player.
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The thing is, because green gets the weird conditional draw spells, there's simply more variety to be had. And honestly, they're mostly all unplayable. Blue gets the solid, reliable draw spells. You don't need very many different ones, because you'll just run the best ones anyway. And there are some good choices to be had these days, as Xaios has demonstrated.
Outside of Cryptic Annellid being able to technically see up to 6 cards over 3 scrys (yes, I know, not exactly what you were asking, but...), yes I believe it is.
You need to Tutor after your draw step, since this is a sorcery. If you do it during your upkeep, you draw the Wurm.
Scry 5 got me thinking that people were frustrated to see so many scry 1 tacked onto so many cards that it was becoming robotic. And that Wizards are too uncreative and conservative. Making this card was meant to be an example. I'm still not convinced though. We need more scry 2 effects.
UR Melek, Izzet ParagonUR, B Shirei, Shizo's CaretakerB, R Jaya Ballard, Task MageR,RW Tajic, Blade of the LegionRW, UB Lazav, Dimir MastermindUB, UB Circu, Dimir LobotomistUB, RWU Zedruu the GreatheartedRWU, GUBThe MimeoplasmGUB, UGExperiment Kraj UG, WDarien, King of KjeldorW, BMarrow-GnawerB, WBGKarador, Ghost ChieftainWBG, UTeferi, Temporal ArchmageU, GWUDerevi, Empyrial TacticianGWU, RDaretti, Scrap SavantR, UTalrand, Sky SummonerU, GEzuri, Renegade LeaderG, WUBRGReaper KingWUBRG, RGXenagos, God of RevelsRG, CKozilek, Butcher of TruthC, WUBRGGeneral TazriWUBRG, GTitania, Protector of ArgothG
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for people saying that green is stealing blue's ability, green always had draw power. there's Sylvan Library and Mirri's Guile to name a few.
Reanimate sucks cause it needs cards like Entomb to work.
Interested in Custom Card Creation.
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Clunky?!?!?! this card is most definitely not clunky, at least not as clunky as interpret the signs. While interpret the signs has the problem of being an expensive sorcery that didn't impact the board, which didn't allow blue decks that liked to run it the chance to hold up counterspells or otherwise be disruptive, this card doesn't suffer that problem in the same way. assume one of the less desirable scenarios: hitting a courser of kruphix as your best creature in the 5. if you choose to leave it on top, you draw 2 cards and gain 4 life, which isn't impressive at first, HOWEVER it STILL is much better than even some of the better interpret the signs. Gaining the life is the most overlooked part of this card, but the most important, as it could save you an entire turn of being hit. Courser off of this card absorbs an entire rhino shot with the 4 life, which makes it hard for the opponent to start a race with you, expecially since you just scried 5 and are very likely to have an answer to whatever they play, especially if they try to overextend due to your lack of board presence because of casting this card. now if courser was a bad scenario, imagine hitting an Arbor Colossus, or a Gaea's Revenge. Not only doing that, but making sure you draw into what you want with the Scry 5 (even if you whiff on creatures entirely), as well as preserving your life total to be able to cast this kind of spell, is what makes this card good.
Standard play: Maybe, if more decks start to run explosive vegetation like i think they will. Very good casual and commander card.
Man, I huuuugely disagree. First of all, 7 mana is a LOT. So any card that costs this much needs to compensate for the games where you'll never cast it. I'm looking for something like hornet queen, that will hugely stabilize the board quickly, and turn a game I was losing into a game I am not losing the turn I play it. Even if you draw 4 and gain 4, if you're getting the crap beaten out of you on the board, you can very easily die the next turn, considering the only thing you've gained, from a not-dying perspective, is 4 life and zero field impact. Second, are 1/5 cards in your deck a creature with power greater than 4? I'm kinda doubting it. In fact I doubt you'd have more than a handful, maybe 5 tops for a deck with a reasonable curve, although most of my limited decks are lower. Which means you have a very strong possibility of hitting a weaker creature or even none at all. That would be fine if this cost 5, but 7, as mentioned, is a TON of mana. You'd better be getting some serious value. You're already jumping through the hoop of "got to 7 mana", now you're jumping through the hoop of "had a fat creature within the top 5 cards of their deck", not to mention the whole "not be about to die next turn after gaining a few life". That's a lot of conditions for this card to work, and conditions are not what you want on a card that costs 7 mana. And thirdly - scry 5 draw 4 gain 4 for 7 is...decent. Not terrible. I'd still rather play tidings. I'd rather play jace's ingenuity. But that's practically a best-case scenario. Worst case scenario you draw 3 or 2, or whiff entirely - it's happened with nature's lore, it can happen with this too.
This card is straight unplayable in limited imo. I'd much rather play ghastly conscription if I'm running a 7-mana maybe-wins-the-game highly-conditional sorcery. At least it has immediate board impact. And ghastly conscription still sorta sucks.
EDH Primers
Phelddagrif - Zirilan
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Thrasios+Bruse - Pang - Sasaya - Wydwen - Feather - Rona - Toshiro - Sylvia+Khorvath - Geth - QMarchesa - Firesong - Athreos - Arixmethes - Isperia - Etali - Silas+Sidar - Saskia - Virtus+Gorm - Kynaios - Naban - Aryel - Mizzix - Kazuul - Tymna+Kraum - Sidar+Tymna - Ayli - Gwendlyn - Phelddagrif 4 - Liliana - Kaervek - Phelddagrif 3 - Mairsil - Scarab - Child - Phenax - Shirei - Thada - Depala - Circu - Kytheon - GrenzoHR - Phelddagrif - Reyhan+Kraum - Toshiro - Varolz - Nin - Ojutai - Tasigur - Zedruu - Uril - Edric - Wort - Zurgo - Nahiri - Grenzo - Kozilek - Yisan - Ink-Treader - Yisan - Brago - Sidisi - Toshiro - Alexi - Sygg - Brimaz - Sek'Kuar - Marchesa - Vish Kal - Iroas - Phelddagrif - Ephara - Derevi - Glissa - Wanderer - Saffi - Melek - Xiahou Dun - Lazav - Lin Sivvi - Zirilan - Glissa
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Blue still has bomb card draw spells, sure. But it's not uncommon for a deck like Esper Dragons to get ridiculously out-drawn by, say, Abzan, thanks to Courser and Abzan Charm. Not that this new card is especially relevant to that comparison, but still, I wish blue could fill their hands more easily in Standard these days.
I guess I just miss Sphinx's Revelation and a deck full of utility cantrips like Azorius Charm and Quicken, and the similarities of the two Revelation cards hits that part of me hard.
EDH Decks
BGGlissa, the TraitorGB
URTibor and LumiaRU
WUBOloro, Ageless AsceticBUW
UBSygg, River CutthroatBU
RGXenagos, God of RevelsGR
UGVorel of the Hull CladeGU
GBSavra, Queen of the GolgariBG
URGMaelstrom WandererGRU
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Club Flamingo Wins: 10
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EDH Decks
BG Vicious Varolz | RW Jor Kadeen, the Mean Machine | RG Atarka: Muh_Dragons.dec (WIP) | WU Brago, Blink Eternal (WIP)
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I think what you are missing, Dirk, is this is draw for GREEN. It only requires you find a creature to draw cards. Furthermore, it is SCRY 5 for GREEN....again not something you see a lot. I think you don't quite understand how powerful of an effect this is for green, particularly in limited. Scrying, drawing, gaining life, all in one card. Not something you see a whole lot in any format.
New to Commander? Read the Above article.
EDH: Sure, but not an all-star or anything like that.
Limited: If the environment leans slow then this seems amazing, but if it is a faster environment lacking the modal fatties (i.e. big creatures with cycling/morph/etc that let you overload on them without killing your curve) then this will be a niche player.