The card can't be compared to Hedron Archive or Divination. The key is that it requires two mana to play and activate, allowing yourself to get early land drops. In addition, while it's nowhere near the power of something like Mind Stone, it provides colored sources, which can be very important for a deck, especially if you pay a lot of colorless ramp beside it like I do. Comparing it to Hedron Archive misses the point, it's like comparing Divination to Think Twice. I'm not saying it's the best colorless ramp card at two mana. But it definitely does its job.
Also, just putting it out there, I'm baffled at your attitude(s?) towards competetive or casual Commander, but maybe that's just me. Decks ruin the format if they're too powerful. This is not why I'm playing the card, but it's why I'm deliberately never playing Sol Ring.
Man, I hate this card, and I probably wouldn't even hate it so much if other people didn't like this card as much as they do since I wouldn't be exposed to it as often as I am and therefore wouldn't have to even think about it. See, here's my train of thought:
Armillary Sphere is a card that costs four mana (potentially across two turns) and draws two cards. Now, at four mana, drawing two cards is bad. Really bad. Divination isn't already making the cut in any of my decks, and this is noticeably worse than that. Granted, at the earliest stages of the game, drawing two land cards could potentially be better than drawing two random cards, but even that's debatable, and once you leave the early game and enter the mid game and later, drawing random cards gets significantly better than drawing lands since the value of basic land cards tends to taper off quickly once you can make all the mana you can realistically use.
If what you want are lands, you could literally play any basic land card instead of Armillary Sphere. Yes, it would effectively be a random land if you were to draw it, so it wouldn't be quite the same as choosing your basics, and yes, it would only be one land, and not two, but considering you can basically get half of this card's effect for no mana at all, paying four mana for the rest is outrageous.
Alternatively, if what you want is ramp, this obviously isn't that either since the lands Armillary Sphere gives you go straight into your hand and not onto the battlefield. Maybe you often find yourself in the unfortunate position where you don't have any other lands in your hand to play, so you can just play one of the lands Armillary Sphere would give you for the turn, likening it to a Rampant Growth, but if that's the case, you could still do better for four mana by playing something akin to Hedron Archive. (Not to mention, you should probably be playing more lands.)
Now, I do have a disclaimer to make since I understand my critical analysis of the card is likely to ruffle some feathers. I like to call it the synergy argument.
Commander decks run the gamut, and perhaps while Armillary Sphere is in and of itself a *****ty card, maybe your deck synergizes so well with it that it's better than most other cards you could be playing. If that's the case, hey, go for it. I'm sure there's a deck out there that's perfect for Scornful Egotist too, and there's nothing wrong with that. Different decks will do different things and sometimes those things will make cards like Armillary Sphere look impressive enough to play. Having said that, as a standalone card, Armillary Sphere sucks, and you should probably avoid it like the plague.
It's reasonable enough in mono white, but that's it.
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The Meaning of Life: "M-hmm. Well, it's nothing very special. Uh, try and be nice to people, avoid eating fat, read a good book every now and then, get some walking in, and try and live together in peace and harmony with people of all creeds and nations"
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Whether its blue players countering your spells, red players burning you out, or combo, if you have a problem with an aspect of Magic's gameplay, you can fix it!
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
It does fix mana, but there are better choices. Again, signets, Coldsteel Heart, Fellwar Stone, plenty of "tap for any color, costs 3" mana rocks would be a better choice.
It can't really be compared to Divination. Yeah, it thins your deck, but Divination has a chance of drawing what you actually want. (And since Divination never sees play, and this costs 1 more, albeit you can split it over two turns, yeah.) This also means it's worse than Concentrate/Harmonize unless you specifically want lands (and not a specific land). It does break up a bad dig, though. (For those unfamiliar with my terminology, a bad dig is when you use a dig card like Brainstorm or Sylvan Library that doesn't let you shuffle or put things on the bottom or in the graveyard, and you know you have nothing. You break one up by scrying, shuffling, or self-milling.)
It also falls into that weird category of "things that get hurt when I do something to thwart more powerful strategies". When I'm thwarting tutors, fetchlands, or actual ramp with Stranglehold or Aven Mindcensor, this card gets hit too.
It's not bad per se, it's just a lot more niche (or just plain budget) than its ubiquity would imply.
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Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
I know you didn't do this intentionally, but this is seriously one of my biggest pet peeves: people telling me what I can and cannot compare. Because, as a matter of fact, I can compare apples to oranges.
I don't know what it is about the kinds of comparisons I make that makes people react this way, but it gets under my skin because my comparisons are in good faith, and they are about as straightforward as I can possibly make them. Yes, Armillary Sphere can be compared to Divination. Easily. They both put two cards in hand. They both cost about the same. They both are one time uses. Armillary Sphere and Divination are more alike than they are unlike. Armillary Sphere and Hedron Archive are obviously much more different, but the only reason I even brought that card up was to demonstrate that, if what you want is ramp, you could do significantly better given the same amount of mana.
In addition, while it's nowhere near the power of something like Mind Stone, it provides colored sources, which can be very important for a deck, especially if you pay a lot of colorless ramp beside it like I do.
If the colored sources are important, you could still play virtually anything else that provides colored mana, and you would still come out ahead. Armillary Sphere may have been an acceptable card for Conflux limited where the five-color theme was prevalent, but it's scraping the bottom of the barrel when it comes to Commander.
It doesn't miss the point at all, and if you believe Divination and Think Twice aren't two cards that can be closely compared, you're living in crazy town.
Also, just putting it out there, I'm baffled at your attitude(s?) towards competetive or casual Commander, but maybe that's just me. Decks ruin the format if they're too powerful. This is not why I'm playing the card, but it's why I'm deliberately never playing Sol Ring.
I agree that powerful decks can create miserable games of Magic, at least provided that their competition isn't up to par. I don't think you really understand where I stand on this topic though.
See, my stance on Commander is that players should ultimately just play what they find fun. Now, given that, the nature of good deck construction is going to necessitate that players sometimes also play cards that are boring or otherwise uninteresting just because it makes their deck play smoother (which, in turn, makes their deck more fun to play). I liken these cards to axle grease, and Golgari Signet is a perfect example of that. There's nothing intrinsically interesting about Golgari Signet. All it really does is make mana, but it is powerful, and because it's powerful, it makes for relatively effective axle grease.
This is sort of the same space Armillary Sphere occupies. There's nothing about the card that's incredibly novel. It's just putting two land cards into your hand. Not exciting. Axle grease is important though. My beef with the card is merely that it's also terrible at being axle grease, so there's really no compelling reason to play the card at all. It's a boring, uninteresting card, and it isn't good at doing the job that other boring and uninteresting cards fill.
It's reasonable enough in mono white, but that's it.
I disagree. Mono white is one of the worst colors you could put Armillary Sphere into since mono white already has access to some of the best land drawing effects in the game due to cards like Land Tax, Gift of Estates, and Tithe. Those sorts of cards greatly overshadow Armillary Sphere to the point where, if you ever actually wanted that effect, Armillary Sphere is so far down the list you should really never play it.
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WUBRGMr. Bones' Wild RideGRBUW Trap your friends in an endless game with this 23-card combo!
I've run Sphere in Jaya for almost as long as the deck has been around and it's always pulled its weight. Artifact is a worthwhile card type for things like Goblin Welder and Daretti, Scrap Savant, putting cards into hand is important for a spellshaper, having basic mountains is important because of mana doublers and Valakut, the Molten Pinnacle, and the deck plays with a lower ramp count because of an emphasis on hitting land drops and mana efficiency, both of which Sphere is good for. I don't think I've ever even considered it for another deck but I've always liked having it in Jaya.
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[Pr]Jaya | Estrid | A rotating cast of decks built out of my box.
This card must have seemed a bizarre design back in the day. But I love the Old Phyrexia flavor, the hilariously combotastic cost AND effect of the ability, and even the relevant body.
This guy and Treasonous Ogre are two cards i will have to find a deck for, sooner or later.
Skirge Familiar was in the back of my head when i was brewing Lazav, the Multifarious, but despite being a sac outlet that generates mana i didn't feel like he's a creature i'd want him to turn into - which was the ultimate rule for all creatures included in the deck.
Overall a great card and some of the interactions with it in this thread are hilarious.
Why? You're just paying X mana to draw X cards, which you then discard to add X mana. You're not even really fixing it. The reason Cadaverous Bloom is so good with Prosperity is because you're turning cards into two mana apiece, and you're fixing it to black because the standard at the time was Drain Life; Exsanguinate requires none of mana fixing.
Anyway, it is a good card for a lot of combos. I wouldn't use it for more mundane purposes. As a mana dork, it costs five mana. If you're using it for your reanimator deck, it costs five mana. It may have a place for rapid-fire madness casting, it definitely has a place in The Gitrog Monster, and it also definitely has a place in wheel decks.
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Card advantage is not the same thing as card draw. Something for 2B cannot be strictly worse than something for BBB or 3BB. If you're taking out Swords to Plowshares for Plummet, you're a fool. Stop doing these things!
For those many occasions where you have too much white mana and need to breath fire.
Hell yeah. Free mana fixing for 2/3 of my deck! Love my Godless Shrine being able to add R if I need it! Let my plains throw a Lightning Bolt! Like the Spanish Inquisition, they never saw it coming.
The Meaning of Life: "M-hmm. Well, it's nothing very special. Uh, try and be nice to people, avoid eating fat, read a good book every now and then, get some walking in, and try and live together in peace and harmony with people of all creeds and nations"
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Whether its blue players countering your spells, red players burning you out, or combo, if you have a problem with an aspect of Magic's gameplay, you can fix it!
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
Also, just putting it out there, I'm baffled at your attitude(s?) towards competetive or casual Commander, but maybe that's just me. Decks ruin the format if they're too powerful. This is not why I'm playing the card, but it's why I'm deliberately never playing Sol Ring.
It's reasonable enough in mono white, but that's it.
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
Can't afford to spend setup plays on this.
The Unidentified Fantastic Flying Girl.
EDH
Xenagos, the God of Stompy
The Gitrog Monster: Oppressive Value.
Marchesa, Marionette Master - Undying Robots
Yuriko, the Hydra Omnivore
I make dolls as a hobby.
And that puts me in two colors, as does Tsunami. I prefer to be able to piss on four walls without getting wet.
Anyway, Armillary Sphere is an interesting card. It's not as useful as you might think at first.
It doesn't ramp. If you want ramp, Coldsteel Heart, signets, diamonds (themselves strictly worse than Heart), Fellwar Stone in multiplayer, and in some decks even medallions would be a better choice. Even Mind Stone or arguably Hedron Archive (and certainly Solemn Simulacrum) actually does ramp. This might be useful in a deck that can play multiple lands in one turn, but those decks...are green, and at two mana in green, some don't like what Emrakul has done to Innistrad, but for me, she's made it into a paradise.
It does fix mana, but there are better choices. Again, signets, Coldsteel Heart, Fellwar Stone, plenty of "tap for any color, costs 3" mana rocks would be a better choice.
It can't really be compared to Divination. Yeah, it thins your deck, but Divination has a chance of drawing what you actually want. (And since Divination never sees play, and this costs 1 more, albeit you can split it over two turns, yeah.) This also means it's worse than Concentrate/Harmonize unless you specifically want lands (and not a specific land). It does break up a bad dig, though. (For those unfamiliar with my terminology, a bad dig is when you use a dig card like Brainstorm or Sylvan Library that doesn't let you shuffle or put things on the bottom or in the graveyard, and you know you have nothing. You break one up by scrying, shuffling, or self-milling.)
It also falls into that weird category of "things that get hurt when I do something to thwart more powerful strategies". When I'm thwarting tutors, fetchlands, or actual ramp with Stranglehold or Aven Mindcensor, this card gets hit too.
But it does pass the Sun Titan test, so there's that. And if you specifically want lands (e.g., for Hazoret or Borborygmos Enraged), there's that too. And yeah, Martyr's Bond exists.
It's not bad per se, it's just a lot more niche (or just plain budget) than its ubiquity would imply.
On phasing:
I don't know what it is about the kinds of comparisons I make that makes people react this way, but it gets under my skin because my comparisons are in good faith, and they are about as straightforward as I can possibly make them. Yes, Armillary Sphere can be compared to Divination. Easily. They both put two cards in hand. They both cost about the same. They both are one time uses. Armillary Sphere and Divination are more alike than they are unlike. Armillary Sphere and Hedron Archive are obviously much more different, but the only reason I even brought that card up was to demonstrate that, if what you want is ramp, you could do significantly better given the same amount of mana.
If the colored sources are important, you could still play virtually anything else that provides colored mana, and you would still come out ahead. Armillary Sphere may have been an acceptable card for Conflux limited where the five-color theme was prevalent, but it's scraping the bottom of the barrel when it comes to Commander.
It doesn't miss the point at all, and if you believe Divination and Think Twice aren't two cards that can be closely compared, you're living in crazy town.
I agree that powerful decks can create miserable games of Magic, at least provided that their competition isn't up to par. I don't think you really understand where I stand on this topic though.
See, my stance on Commander is that players should ultimately just play what they find fun. Now, given that, the nature of good deck construction is going to necessitate that players sometimes also play cards that are boring or otherwise uninteresting just because it makes their deck play smoother (which, in turn, makes their deck more fun to play). I liken these cards to axle grease, and Golgari Signet is a perfect example of that. There's nothing intrinsically interesting about Golgari Signet. All it really does is make mana, but it is powerful, and because it's powerful, it makes for relatively effective axle grease.
This is sort of the same space Armillary Sphere occupies. There's nothing about the card that's incredibly novel. It's just putting two land cards into your hand. Not exciting. Axle grease is important though. My beef with the card is merely that it's also terrible at being axle grease, so there's really no compelling reason to play the card at all. It's a boring, uninteresting card, and it isn't good at doing the job that other boring and uninteresting cards fill.
I disagree. Mono white is one of the worst colors you could put Armillary Sphere into since mono white already has access to some of the best land drawing effects in the game due to cards like Land Tax, Gift of Estates, and Tithe. Those sorts of cards greatly overshadow Armillary Sphere to the point where, if you ever actually wanted that effect, Armillary Sphere is so far down the list you should really never play it.
Trap your friends in an endless game with this 23-card combo!
I love this creature. I love drawing cards, Skirge Familiar loves having cards, BBFs forever.
Currently I toyed with the notion of Lich's Mastery and Skirge Familiar into Gray Merchant of Asphodel into Exsanguinate.
Even just using it to ramp or reanimate or both seems fine.
That artwork too, reminds me of early Suffocation albums. https://www.metal-archives.com/images/6/7/4/674.jpg?1109
While the From Under the Floorboards interaction is classic, my favorite thing I've done with this card is madness out a Muck Drubb and steal a hardcast Eldrazi Conscription.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
I also like that this is a mana ability, so you can respond to a split second spell. Similar to Ashnod's Altar in that respect.
8.RG Green Devotion Ramp/Combo 9.UR Draw Triggers 10.WUR Group stalling 11.WUR Voltron Spellslinger 12.WB Sacrificial Shenanigans
13.BR Creatureless Panharmonicon 14.BR Pingers and Eldrazi 15.URG Untapped Cascading
16.Reyhan, last of the Abzan's WUBG +1/+1 Counter Craziness 17.WUBRG Dragons aka Why did I make this?
Building: The Gitrog Monster lands, Glissa the Traitor stax, Muldrotha, the Gravetide Planeswalker Combo, Kydele, Chosen of Kruphix + Sidar Kondo of Jamuraa Clues, and Tribal Scarecrow Planeswalkers
Skirge Familiar was in the back of my head when i was brewing Lazav, the Multifarious, but despite being a sac outlet that generates mana i didn't feel like he's a creature i'd want him to turn into - which was the ultimate rule for all creatures included in the deck.
Overall a great card and some of the interactions with it in this thread are hilarious.
Two Score, Minus Two or: A Stargate Tail
(Image by totallynotabrony)
Why? You're just paying X mana to draw X cards, which you then discard to add X mana. You're not even really fixing it. The reason Cadaverous Bloom is so good with Prosperity is because you're turning cards into two mana apiece, and you're fixing it to black because the standard at the time was Drain Life; Exsanguinate requires none of mana fixing.
Anyway, it is a good card for a lot of combos. I wouldn't use it for more mundane purposes. As a mana dork, it costs five mana. If you're using it for your reanimator deck, it costs five mana. It may have a place for rapid-fire madness casting, it definitely has a place in The Gitrog Monster, and it also definitely has a place in wheel decks.
On phasing:
For those many occasions where you have too much white mana and need to breath fire.
And that's all there is to it I guess
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Obligatory Zedruu fodder.
Only as back up if your opponent plays Shatter on your Chromatic Lantern.
Hell yeah. Free mana fixing for 2/3 of my deck! Love my Godless Shrine being able to add R if I need it! Let my plains throw a Lightning Bolt! Like the Spanish Inquisition, they never saw it coming.
Steel Sabotage'ng Orbs of Mellowness since 2011.
Crazy how Urza originated as just some guy who owned eyewear and then became one of the most important characters in Magic history.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝