Whenever an R&D prints a lifegain artifact cycle, you may rage 1 time in these comments.
Donnovan
★★☆☆☆ (2.9/5.0)(4 votes)
Sort of sick of this cycle. It's...not actually good. They could have used this space for five better cards. :(
The_Trendkill
★★★☆☆ (3.2/5.0)(12 votes)
Dear R&D,
Please stop reprinting these pieces of garbage. Thank you.
Sincerely, The Magic Community
HuntedWumpusMustDie
★☆☆☆☆ (1.6/5.0)(4 votes)
I think I see a symbol in that Kraken's eye... could it represent the amount of frustration we magic players have to suffer through by having this junk cycle reprinted over and over again??
Oh, and be sure to keep the mirrodin artwork too- works well with a core set- really awesome.
Tapir
★★★★☆ (4.1/5.0)(7 votes)
These cards are so overpowered...
Step 1: Get as many of these out as you can (obviously you have all 20 in your deck). Step 2: Gain up to 20 life every time you play your Fusion Elementals and Transguild Couriers. Step 3: Repeat until you satisfy Test of Endurance. Step 3 (Alternate): Wait until your opponent gives up because he/she could never deal enough damage to outweigh your ridiculous life gain.
I'll never understand how such powerful cards make it through R&D...
kiseki
☆☆☆☆☆ (0.5/5.0)(3 votes)
If you are tempted to put this in a deck, allow me to give you several mediocre life gain choices that are better than this: Pristine Talisman: Mana acceleration included Paradise Plume: Mana acceleration/fixing included Peace Strider: Creature included Elixir of Immortality: Feldon's cane included
If you win a game because of one of the cards in this cycle, consider the experience an outlier. If it keep happening, consider finding tougher competition.
Havrekjex
★☆☆☆☆ (1.0/5.0)(1 vote)
I really, really wish they would stop printing this junk, or at the very least make it a common. I hate it when one of the uncommon slots in a booster pack is wasted on one of these stupid lucky charms. R&D, are you listening?
jfre81
★☆☆☆☆ (1.2/5.0)(2 votes)
At this point in the game's development, a cycle like this might as well be casting cost. In that case, not too bad to start with a metalcraft trio right away and get some residual life gain. As it is - do you really want to use your second turn just to play this?
TheWrathofShane
☆☆☆☆☆ (0.0/5.0)
Maybe in a mono blue budget deck... but as others have said, there is better routes to go.
cone8d
★★★☆☆ (3.5/5.0)(1 vote)
The only reason I would imagine a non-amautuer playing this card is if they were using it in a vintage tournament. Why? Because almost every deck in vintage plays blue, assuming that they can afford the Power Nine.
Even then, though, it wouldn't really be worth it. So yeah, not a good card.
Young_Wolf
☆☆☆☆☆ (0.0/5.0)
I almost always play multiplayer with 3/6 players. Doom Blades, Disenchants, Counterspells etc. are always flying around, removing combo's or expensive cards.
Soul Warden usually fetches 10 life before a fieldwipe or a Goblin Sharpshooter pings it.
No one ever likes to spend a card to remove this one however. It gives me about 15 life on average. Same goes for the black and white versions.
Comments (11)
Please stop reprinting these pieces of garbage. Thank you.
Sincerely,
The Magic Community
Oh, and be sure to keep the mirrodin artwork too- works well with a core set- really awesome.
Step 1: Get as many of these out as you can (obviously you have all 20 in your deck).
Step 2: Gain up to 20 life every time you play your Fusion Elementals and Transguild Couriers.
Step 3: Repeat until you satisfy Test of Endurance.
Step 3 (Alternate): Wait until your opponent gives up because he/she could never deal enough damage to outweigh your ridiculous life gain.
I'll never understand how such powerful cards make it through R&D...
Pristine Talisman: Mana acceleration included
Paradise Plume: Mana acceleration/fixing included
Peace Strider: Creature included
Elixir of Immortality: Feldon's cane included
If you win a game because of one of the cards in this cycle, consider the experience an outlier.
If it keep happening, consider finding tougher competition.
Even then, though, it wouldn't really be worth it. So yeah, not a good card.
Doom Blades, Disenchants, Counterspells etc. are always flying around, removing combo's or expensive cards.
Soul Warden usually fetches 10 life before a fieldwipe or a Goblin Sharpshooter pings it.
No one ever likes to spend a card to remove this one however. It gives me about 15 life on average.
Same goes for the black and white versions.
Decent card, not as bad as most think.