This card hits ~130 cards in my cube. Journey to Nowhere hits ~170. Even though it hits less targets, it only costs half the mana and can hit a handful of noncreature permanents that other similarly-costed removal cannot. I imagine this card will play pretty well.
Feels like white's equivalent to something like Fatal Push. Push is an instant and can sometimes clip bigger creatures, but this card hitting all nonland permanent types instead of just creatures is a pretty big deal.
The card seems solid in the early game vs everything except control, where it might sometimes find a Mox/2cmc rock/Jace, Vryn's Prodigy/Wall of Omens, but my main issue with the card is it's such a horrible topdeck past like turn 3 or 4 vs almost every matchup. If this card had like cycling or a sacrifice itself effect for the late game I'd be all over it, but as is I don't think this is scales well enough into the mid and late game in cube.
You also can't grab it off of the new Urza's Saga which is sorta lame, but that's not a real factor in its playability
This is essentially white's take on Abrupt Decay / Fatal Push. Pretty efficient at what it does, although an artifact is a lot easier to break than an enchantment, so it's a lot easier to disrupt than your standard Oblivion Ring variant. I think this is good, but I recently cut Abrupt Decay from my cube since there's been a huge plethora of solid removal spells and the other Golgari options like Assassin's Trophy / Maelstrom Pulse had a lot more representation in the 3-0 archives. I have a feeling that I can safely pass on this given my experience with Abrupt Decay.
Quite a decent option as flex early removal as most of them are stuck at 3cc : Oring, Banishing Light, Council’s Judgement.
This can hit quite a few early cards when it cound matter as well as powerful late game cards such as Goblin Welder, Green’s Level up (Hexdrinker, Experiment One) or random things such as Animate Dead.
In my artifact cube this will flat out replace Declaration in Stone. Need not to say all the synergies there.
A 1 mana O-Ring that hits 175 cards in my cube plus tokens is a fair card. But what really appeals to me about it is that it fills some of the sparser niches in the cube. It's a White 1 CMC card that's desirable for control decks, and it gives artifact decks splashing White another solid playable.
I was initially off this for my unpowered cube, but it hits 117 targets + tokens, and it hits relevant things in a lot of decks (aggro creatures, elves, artifact ramp, etc). I think I'll test this over one of the various pieces of meh white removal (winds or Collective Effort).
Pretty sure this is the only card in the game that can unconditionally answer Llanowar elves, savannah lion, sylvan library, and a signet in the early game without mana or card disadvantage. That’s a big game.
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I primarily play limited, so most of my spoiler season comments view cards through that lens.
Well this does fill a hole. I could definitely remove some clunky removal for it, and feel good. I like that it's an artifact too-- adds diversity to the way the cards play, since it'd usually be an enchantment.
It also doesn't feel super specific to D&D, which I like.
I think this will easily replace Condemn which has been in and out over the years.
I love that (in mostly black and white) cheap removal has become quite flexible. In general we’ve found cards like Condemn and Disfigure helpful for the slow control deck to survive against aggro in the early game, but cards like this and Bloodchief’s Thirst help solve that problem without being too narrow in application.
And.... this card got hype torpedoed in spoiler season.
Prismatic ending is just better imo
First, I wanted to disagree for the sake of powered environments, which often need fast answers to key pieces; but actually Prismatic Ending can exile the problematic pieces on curve since they have CMC 0 and 1 either way.
I like both cards, actually. For 3+ color decks, I like the increased target pool of Prismatic Ending. For 2-color decks (and obviously mono-color decks) I think I actually prefer the mana efficiency of Portable Hole. More than half of the targets that can be hit by both are CMC2, and Portable Hole costs half as much mana to deal with them.