The artwork (to somewhat the mechanics) of this card reminds me of the soundtrack of the movie "The Hours" by Philip Glass (as in what car windows are made of- stupid filter).
http://www.youtube.com/watch?v=BDTVAPg0RY4
Whenever you play this against someone, go about the whole process slowly and toilsome...-ly. .... and play it often so that it becomes a regular occurrence in your opponent's tragic life story (in the game).
@Achumbokum While it does cost one more, this card does three things Duress doesn't:
1: It allows you to get rid of annoying creatures that could mess you up(e.g. Demigod Of Revenge, Baneslayer Angel, etc.) 2: It gets by reanimation decks. 3: It uses up one of their draws, although not their next one.
All in all, I personally like Lost Hours more. Duress deals with Counterspells far better, though.
I usually like Distress more, but this is useful for delaying anything that has annoying "return from the graveyard" style effects. Also for not feeding reanimator players. 3/5
This is actually super clever, as I just noticed: you can stick a 2-drop in that position, and when it comes back it'll be far less useful (well, unless it's a lord or something)
DoragonShinzui
☆☆☆☆☆ (0.0/5.0)
At the very least you get some scouting done, as well as killing a draw, but overall I think I'd prefer to use something else.
Pity the name wasn't used on something even more bombastic, like "Target player skips their next turn." That would be both hilarious and totally in the spirit of the Timespiral color pie, which as we all know was...wonky.
Ameisenmeister
☆☆☆☆☆ (0.0/5.0)
I really don't understand why this card is downrated so hard. Whatever you target is gone for some time and if you're using some mill (in which black is second best) it's gone forever. Even when they draw the card after three turns they lose a draw. In my opinion it's better than Distress and maybe even preferable over Duress in any deck which uses mill (which does not even mean that the deck must include blue due to the many mill-artifacts there are today: Codex Shredder, Ghoulcaller's Bell, Grindclock, Mindcrank, etc.) Also LordRandomness made a good point.
Cortu
☆☆☆☆☆ (0.0/5.0)
I wish I could trade these away.
patronofthesound
☆☆☆☆☆ (0.0/5.0)
Cool card, overall effectiveness still tbd. As far as I can tell, you get three decent abilities from this single card:
1) you get to probe their hand 2) you get to temporarily eliminate their largest in-hand threat to you (permanently with mill and other shenanigans) 3) they get -1 card advantage, so it balances out like a cantrip.
Also, a defensive black card that isn't creature removal???
Even some of the more bland cards from this set find a way to be unique in some way. This one has great art, and an interesting, not often visited mechanic. Love Time Spiral.
Comments (18)
http://www.youtube.com/watch?v=BDTVAPg0RY4
Whenever you play this against someone, go about the whole process slowly and toilsome...-ly.
.... and play it often so that it becomes a regular occurrence in your opponent's tragic life story (in the game).
While it does cost one more, this card does three things Duress doesn't:
1: It allows you to get rid of annoying creatures that could mess you up(e.g. Demigod Of Revenge, Baneslayer Angel, etc.)
2: It gets by reanimation decks.
3: It uses up one of their draws, although not their next one.
All in all, I personally like Lost Hours more. Duress deals with Counterspells far better, though.
Pity the name wasn't used on something even more bombastic, like "Target player skips their next turn." That would be both hilarious and totally in the spirit of the Timespiral color pie, which as we all know was...wonky.
In my opinion it's better than Distress and maybe even preferable over Duress in any deck which uses mill (which does not even mean that the deck must include blue due to the many mill-artifacts there are today: Codex Shredder, Ghoulcaller's Bell, Grindclock, Mindcrank, etc.) Also LordRandomness made a good point.
1) you get to probe their hand
2) you get to temporarily eliminate their largest in-hand threat to you (permanently with mill and other shenanigans)
3) they get -1 card advantage, so it balances out like a cantrip.
Also, a defensive black card that isn't creature removal???