It's a slow investment in the first turns, but can be really awesome later on, as you have to play the card then start exiling things before you can play them, taking up around 3 turns. If you use muse vessel to play progenitus then that might be worth it.
Elysiume
★★★★☆ (4.5/5.0)(3 votes)
How would you play Progenitus with it in any spectacular way? You still need to pay the mana cost to play the card.
dontcrycrucify
★★★★☆ (4.5/5.0)(2 votes)
It is an okay card
at worst it works as a more powerful, semi expensive, re-occurring discard, due to exile rather than graveyard. At best you can essentially play a powerful permanent out of your opponents hand giving even greater card advantage provided you can pay the cost. Most effective in multicolored decks (5cc) and obviously in multi-player variants.
Mode
★★★★★ (5.0/5.0)(3 votes)
I agree with DontCryCrucify, at worst it's an Disrupting Scepter which costs more to cast yet exiles the cards instead, at best it can even provide extraordinary card advantage by casting your opponent's spells.
(And in some rare cases, you might even profit from the fact that you can exile your own or your teammate's cards.)
In general, i'd consider playing this card rather than Ornate Kanzashi.
Consider playing Exotic Orchard when using either of them.
izzet_guild_mage
★★★★★ (5.0/5.0)(1 vote)
I like this card just fine. I'd sooner play this than Disrupting Scepter. Not sure in the case of Scepter of Fugue, though...anyway, the stealing thing is great fun, and it has minor benefits in a hellbent deck :P
allmighty_abacus
★★★★☆ (4.0/5.0)(2 votes)
An often over-looked card that is really funny in casual. Works best in mono blue control with tons of efficient bounce likeremand or the classicboomerang and unsummon. fellwar stone can help with the mana, but you should also consider running annex too, as well as the previously-mentioned orchard.
gromgrom777
★★☆☆☆ (2.8/5.0)(2 votes)
hilarious
Bursama
★★★★★ (5.0/5.0)(1 vote)
This card is good, when it is used a suitable deck. In some 5-coloured deck, that floods with mana/produces tons of mana when needed is a good deck to use this. I know, unluckily.
land_comment
☆☆☆☆☆ (0.0/5.0)
What is this one's voice? I bet no one gets that joke.
Hint: Type "voice is" as flavor text and "muse" in the name in gatherer advanced search.
MisterAction
★★★★★ (5.0/5.0)(2 votes)
I love the idea of this card, so I built a monoblue deck around it. It takes awhile to get going, so it uses Desert to deter early attacks, and Man-o'-War and Aether Adept to stall by bouncing and then chump-blocking if needed. Counterspell comes in handy as well.
Fellwar Stone not only ensures you can cast their spells later on, but also accelerates your mana (you'll need a lot). Annex does the same, with the added bonus of the occasional mana-screw (on turn three if you get the stone out first). Vivid Creek is an extra bit of insurance in case you don't draw either of them.
This is a slow deck, not only because of the mana required but because at first your opponent can choose to exile spells that aren't useful to you. However, if you can survive until he/she is out of cards, you've all but won. Man-o'-War changes from a bouncer to outright theft. Boomerang will clear up any other permanents that may have slipped past you. If you want to press your luck you can even use Words of Wisdom to fetch something to steal, but it's not really that useful until you're already too far ahead for it to matter.
It's an entertaining deck, but be warned: there is no such thing as a close game with this deck. You will either be overwhelmed and pummeled into dust, or seize full control in a long drawn-out process that will make your opponent hate you, having abandoned all hope somewhere between having their lands stolen and having their face stomped by the very creatures they didn't have the mana to play. That intense, down-to-the-last-turn, outcome-depends-on-what-I-draw-next feeling that makes games memorable will never happen when you use this deck.
LordRandomness
★★★★★ (5.0/5.0)(1 vote)
One clever, overlooked use: You can store away cards your opponents are trying to discard from your hand or steal in some way (Treacherous Urge, Duress, et cetera) and cast them later. Also a hilarious trap with Monomania.
Superllama12
☆☆☆☆☆ (0.0/5.0)
Though there are better ways, you could exile your own hand and replay stuff from exile to reach Hellbent quicker
Comments (16)
at worst it works as a more powerful, semi expensive, re-occurring discard, due to exile rather than graveyard. At best you can essentially play a powerful permanent out of your opponents hand giving even greater card advantage provided you can pay the cost. Most effective in multicolored decks (5cc) and obviously in multi-player variants.
(And in some rare cases, you might even profit from the fact that you can exile your own or your teammate's cards.)
In general, i'd consider playing this card rather than Ornate Kanzashi.
Consider playing Exotic Orchard when using either of them.
In some 5-coloured deck, that floods with mana/produces tons of mana when needed is a good deck to use this. I know, unluckily.
Hint: Type "voice is" as flavor text and "muse" in the name in gatherer advanced search.
Fellwar Stone not only ensures you can cast their spells later on, but also accelerates your mana (you'll need a lot). Annex does the same, with the added bonus of the occasional mana-screw (on turn three if you get the stone out first). Vivid Creek is an extra bit of insurance in case you don't draw either of them.
This is a slow deck, not only because of the mana required but because at first your opponent can choose to exile spells that aren't useful to you. However, if you can survive until he/she is out of cards, you've all but won. Man-o'-War changes from a bouncer to outright theft. Boomerang will clear up any other permanents that may have slipped past you. If you want to press your luck you can even use Words of Wisdom to fetch something to steal, but it's not really that useful until you're already too far ahead for it to matter.
It's an entertaining deck, but be warned: there is no such thing as a close game with this deck. You will either be overwhelmed and pummeled into dust, or seize full control in a long drawn-out process that will make your opponent hate you, having abandoned all hope somewhere between having their lands stolen and having their face stomped by the very creatures they didn't have the mana to play. That intense, down-to-the-last-turn, outcome-depends-on-what-I-draw-next feeling that makes games memorable will never happen when you use this deck.
EDIT: I want to mention you can play exiled lands off of this; which is a pretty huge deal.