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Magic: The Gathering Card Comments Archive

Hunter's Insight

Multiverse ID: 220291

Hunter's Insight

Comments (39)

KikiJikiTiki
★★★★★ (5.0/5.0) (3 votes)
Green's been doing alright for card draw of late. This card is probably going to be overshadowed by Lead the Stampede, but I like it in a lot of situations. Seems good with Kiln Fiend, though that deck has probably already won if it connects, and doesn't want to spend this much mana on a spell.
Keino
★★★★☆ (4.1/5.0) (5 votes)
Most green decks that ramp quickly like to dump thier hands. This is an excellent card for decks with big creatures.
Cyberium
★★★★☆ (4.2/5.0) (7 votes)
Green drawing that fits its style. Good.
Deco_y
★★★★☆ (4.4/5.0) (7 votes)
Man, green has better card draw than blue period this core set. Let alone flavor wise.
dudecow
★★★★☆ (4.1/5.0) (5 votes)
That art is simply beautiful.
lorendorky
★★☆☆☆ (2.5/5.0) (3 votes)
The art is reminiscent of Nature's Spiral.
Gelzo
★★★☆☆ (3.7/5.0) (3 votes)
This is going in my mono-green EDH deck.
Gabriel422
★★★★☆ (4.1/5.0) (5 votes)
I LOVE green card drawing.
Doom_Lich
★★★☆☆ (3.9/5.0) (4 votes)
@GoatLlama:

In general green has the second best card draw in the game. It seems off when you don't actually think about how much draw power is in green. Almost all of it relates to creatures, but green is rather powerful for drawing cards.
Donnovan
★★★★☆ (4.5/5.0) (10 votes)
Love the art. Maybe my favorite art in the game. Awesome. And it fits the flavor of the card perfectly. And it's actually a good card. This is...this is what I want to see in cards.
netog121
★★★★☆ (4.5/5.0) (10 votes)
I love this new green card draw :)
C5r1a5z0y
☆☆☆☆☆ (0.7/5.0) (3 votes)
Hello Niv-Mizzet

Yes, yes, Curiosity/Ophidian Eye is cheaper and on color, but this is a third option. Also, it's non-optional, so I hope you have more cards in your library than your opponent(s) have life...
HuntedWumpusMustDie
★★☆☆☆ (2.9/5.0) (5 votes)
Costs too much in my opinion. My reason why (lengthy- if you don't care, don't bother haha):

You would need to target something that is at least a 2/1, and something that isn't being blocked. Plus it is 3 mana, That means that it will be at least turn 3 before you are able to use it given you need something worthwhile to use it on. Plus the thing you use it on on cannot be blocked.... I find it unlikely that by turn three you would have something usable other than say a garruk's companion or a 1/1 with a giant growth to use it on. Later in game, when larger potential draws are available to you, it could be more useful, but I bet it will often sit in your hand early game frustrating the hell out of you. It's a combo intensive card, and all of its minimum requirements to be useful suggest to me that it should only cost two forests in order to be more playable. It stifles greens early ramp and is a late game gamble because in order for it to do well, you already need an creature board advantage... When blue pays 3, they get automatic card advantage- Green has to try harder to get it. If that's the case, they should pay less to do it.

Baring in mind I'm talking mono green here, splashing with red or black could have much better results!!
Narim
★★★☆☆ (3.9/5.0) (4 votes)
I already like Soul's Majesty, this is it's small brother. It's cheaper, but it requires some strategy to be used - it can be very usefull, but you need to time it correctly. Harmonize is more reliable, but this definitely seems like more fun, especially with new tools green is getting in last editions.
Vandarringa
★★★☆☆ (3.8/5.0) (3 votes)
The art reminds me of an old Gary Paulsen novel. I played two of these in a draft deck, and most of the time it was useless in my hand. Not a bad card, but doesn't belong everywhere.
AngelPhoenix
★★★☆☆ (3.5/5.0) (3 votes)
@wumpsmust die: I kind of agree with you about it being rather pricey, but isn't the whole thing that you can cast this after blockers are declared? You would simply wait to see which of your creatures gets through and once you play one of these, your opponent is likely to block more aggresively to deny your card advantage.

Personally I think this card is a tad overrated. Green has ramp and library seaching up the ass, it really doesn't need card drawing too, it will end up wasting valuable slots for cards that actually do something, as opposed to this, which just gives you more chances to do something.
Radagast
☆☆☆☆☆ (0.0/5.0)
Yeah, that's powerful! Green can easily pull this off - nice!
Artan
☆☆☆☆☆ (0.5/5.0) (1 vote)
HuntedWumpusMustDie: Err, have you played against green before? With a god draw they can easily get 7-8 mana by T3, and even with a bad draw they should still be at least 1-3 mana ahead. Cast a terra stomper or Khalni Hydra whatever on T3, attack T4, cast this, and even with a blocker out you would still draw a few cards.
Or hey, cast whatever on T2, get mana leaked, summoning trap, and on T3 you can swing with whatever fatty you want, whilst having the mana for this and maybe even the 5-9 cards you just drew.

Obviously, you can also splash and combine it with some double strike, and if you're casual and late game even with a world at war effect. Congratulations. Terastodon can now draw up to 36 cards.
The.Laughing.Man
★★☆☆☆ (2.8/5.0) (2 votes)
I took part in a FNM thing yesterday and used this in my splicer deck. attacking with 4 golems with precursor golem out was definitly a highlight of that. Drew 12 and used my next turn to kick a rite of replication.
TrueBloodWolf
★★☆☆☆ (2.8/5.0) (2 votes)
>.>... *tries not to be bias*
Gah Dx Who am I kidding, I love wolves! I'm actually giving this a 5/5 just because of the wolves. But for some reason, I see this made BECAUSE of wolf cards like Lone Wolf or Wolf Pack who deal Bypassing damage, like:

Oh, you block me with a 1/1 creature that won't kill my Wolf Pack, and you think you are safe? Think again, I deal damage to you instead of to your creature.

The card with the first Bypass Damage type was wolves, so it would only make since that a Spell that would go EXCELLENT with bypassing damage would be wolf artwork. An the flavor text is awesome.

Basically: Simply put, Use this on a Trample or Bypass Monster to guarantee either, they Mass blocking your ONE creature to stop it from dealing any damage (trample) or they have no way of preventing you from drawing a good number of cards (Bypass)

Also: Bypass was a name we, at our table, gave the abilities that say "You may assign combat damage to a player as if this creature wasn't blocked." Just to clarify things before I get these "WTF IS BYPASS?!"
DarthParallax
★★☆☆☆ (2.8/5.0) (4 votes)
Dudes. For once, don't rate just on power. Rate on design. 5 stars, uncompomisable. The game needs a cycle of cards like this. One of the reasons Blue is so hated is it had a monopoly on 'being smart' for a while, challenged only by black. Tutors, Draw, Selection, etc. were ALL black, blue, artifacts, or unplayable. This. Is. Wrong. as can be seen by the printing of Harmonize, and now Hunter's Insight.

Really, the only thing White, Red, and Green had that was remotely that good for the LONGEST time was Fetch-Lands. I understand the color pie. I think Blue should still have the best card drawing. And Red should have the worst. I just think that silver-medal card drawing shouldn't suck ass. Even Red card drawing ought to be finely playable in Limited, or Intro Pack Wars. (pick up two starter decks and pretend they're Duel Decks)

Every color should have a card they can point to and say 'this is the new breed of fixing Ancestral Recall', because it's an effect that belongs in all colors. Every color has mages. Druids, Clerics, Shamans, Wizards, Sorcerors...every color needs to have access to an Insight.


If they decide to make Hunter's Insight into a 'cycle' with four other cards that give a scaleable card draw power to each color at appropriate costs, power level, and rarity, so that each card meets the requirements of being playable, fair, and pleases Vorthos' color-pie, then I will immediately call that cycle the second most important cycle to the game after The Freaking Basic Lands.
Cheza
★☆☆☆☆ (1.7/5.0) (10 votes)
Wow. I never thought I would find such a good conversation. I wish all of you would have some influence on R&D and it would be definitely a better game.

@ HuntedWumpusMustDie:
This isn't designed to be a top-tier draw spell, but a situational version that can stand next to Divination, Survival Cache and Mind Rot/Death's Duet/Sign in Blood. Divination is a simple "draw 2 cards", but Hunter's Insight might even give you more cards. Garruk's Companion is a good example. On turn 3, you can attack and if it isn't blocked, you can even get 3 cards. Not that bad of a deal. But I agree with you that there could be a GreenGreen version sometime, but to be able to splash a second color isn't that bad either. This gives you more options to combine this with exalted, flying, shadow or simple more effects that push power on an attack.

AngelPhoenix:
I would rather hope that green loses most of the "ramp and search" stuff and gets more draw spells instead, with this card being the beginning. I know the need of green mana acceleration to be able to play fatties, but this is true for every color. Black wants to play demons, white to play Angels, and so on. To be superior, green shouldn't be able to ramp faster, but to have more synergies that push the combat effectiveness of their creatures and combat-oriented fatties. That's why I would rather make both Akroma and Baneslayer Angel green cards, since both are superior fighters.
For the "search" part, I know that green is about nature and therefore easily connected with lands, but search effects that put the land into your hand are the slowest option. Therefore more Explore or Druidic Satchel-like effects (reveal the top card) would be wonderful and in my opinion much more flavorful than search spells.


TheWrathofShane
★★★☆☆ (3.5/5.0) (3 votes)
Im in love with this card.

Pros.
-Very very splashable.
-Any unblocked creature turns into a monster threat.
-Combos with trample, flying, or any other evasion.
-Combos with Pump up spells.

Cons.
-Weak against counters.
-Weak against instant creature nukes to loose a 2 for 1 deal.
-Dead draw if opponent is "dominating the field" and you need a removal.

Potentially game changing spell for 2G

Rating 5/5
JFM2796
★★☆☆☆ (2.8/5.0) (2 votes)
Wow. I got this in a draft and I had a Sacred Wolf enchanted with a Trollhide and a Dark Favor. I drew eight cards.
Kryptnyt
★★☆☆☆ (2.7/5.0) (3 votes)
Alternate flavortext:
Bring a knife to a gunfight
STAB THEM WHILE THEY'RE LAUGHING -Courage Wolf
LordRandomness
☆☆☆☆☆ (0.0/5.0)
Funniest play: Use it on your own creature in response to Traitorous Blood or Act of Treason or some such. Sure it'll still hurt, but free cards!
Shadoflaam
★★☆☆☆ (2.2/5.0) (2 votes)
@Cheza:
Are you stupid? This is a rarity for a reason! Green already has the best fatties and ramp because that's WHAT IT DOES! If you give it draw and take away Ramp/search, it's a better Blue -- already one of the best colors!
TherealphatMatt
☆☆☆☆☆ (0.0/5.0)
I gave this a 5/5. As a three-mana drawing spell in green, this is EXACTLY what you want. This has become even better since Strangleroot Geist was dropped into the 2-drop spot. If the Geist connects (or any creature with power 2 or more), then you've got yourself a Divination in green that has the potential to be BETTER.

And if you're not attacking in green, what's wrong with you?
raptorman333
☆☆☆☆☆ (0.0/5.0)
Love it with double strike.
Throw on a fireshrieker and go to town.
TtothaOtothadoubleD
★★★★★ (5.0/5.0) (1 vote)
Okay, I must be doing something wrong. I like this card, but for some reason I'm always cutting it from my deck in favor of something else. Is this card only good in a mono green deck? Are there multicolor combos with it that I'm not seeing? Forgive the newb questions, as I just restarted playing again after a seven year absence. I feel like this card should be better but it's not working for me. 2 stars.
Goatllama
☆☆☆☆☆ (0.0/5.0)
Green card draw? In MY Magic the Gathering? INCONCEIVABLE
Well, I guess it's not really THAT strange.
Nyan
☆☆☆☆☆ (0.0/5.0)
"Okay, I must be doing something wrong. I like this card, but for some reason I'm always cutting it from my deck in favor of something else." -TtothaOtothadoubleD

Sadly, in competitive magic (standard, legacy, etc) some great cards like this can't really shine.
Fortunately, you have casual formats.

I'll happily play this on a EDH/Commander deck featuring a voltron-like commander.
Just immagine hitting with an enchanted Uril.
SiamKor
☆☆☆☆☆ (0.0/5.0)
Use this with Wild Defiance to draw into your Giant Growths and variants to use next turn.
TowerDefender
☆☆☆☆☆ (0.5/5.0) (1 vote)
Why doesn't it say draw cards equal to the combat damage dealt by that creature? Which is what I think it means to say.. Rather than draw 1 card or 2 with double strike?!
The_Murderauder
☆☆☆☆☆ (0.0/5.0)
What the hell kind of flavor are you guys talking about? This card has no flavor.

So, what, the creature that you send at your opposing planeswalker, uh, hits them with its magic teeth and... steals their secrets or something, then, uh, brings them back to you...

and they also happen to be your secrets, and that's why you... draw cards...?

No, I'm not buying it.

Mechanically, great card, 4.5/5!
MasterBlaster74
☆☆☆☆☆ (0.0/5.0)
works great with unblockable or 'hard to block' creatures. personally, I find it most effective with creatures like Lone Wolf, Pride of Lions, etc. A lot of green draw only lets you keep creatures, but this card lets you keep everything.

4/5
WindMasterArceus
☆☆☆☆☆ (0.0/5.0)
@TowerDefender: Um, it DOES give you card equal to the damage dealt.
Mode
☆☆☆☆☆ (0.0/5.0)
Instant Cold-Eyed Selkie, just add mana! (Except for the Islandwalk, that is.)

Has the potential to draw you lots of cards for cheap, but if your opponent responds to this with removal, you are making a 2-for-1 experience hard way.
Somewhat unreliable as well, since getting through is something you have to pull of at first as well.

However, in a deck that is based on slapping auras and other buffs on hexproof creatures (at best with evasion, like Silhana Ledgewalker or Invisible Stalker), this card should probably turn out to be quite useful.
zchurchill
☆☆☆☆☆ (0.0/5.0)
Green needs card draw. Any green deck will either be running large, high-power creatures, or small, aggressive creatures. It is easy to draw a good 2 or 3 cards with this card in both of those cases, so it's a Divination or better. PLUS since it's an instant, you can target whatever creature connects to your opponent's noggin, so you'll almost always be guaranteed card draw. Also, double strike with this card is silly. Might be too expensive for an aggressive deck, but it's an overall good card. 4.5/5