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Magic: The Gathering Card Comments Archive

Temporal Mastery

Multiverse ID: 240133

Temporal Mastery

Comments (80)

.Blaze.
★★★☆☆ (3.8/5.0) (7 votes)
Having had time to think about this, it seems less scary. Still seems great in legacy though.
Andon_A
☆☆☆☆☆ (0.0/5.0)
I like this card. Yes, it can be scary - But it's not over the top ridiculous.

It is a 7-mana time spell, which is a little above what they normally are. However, you have the chance to cast a Time Stretch. And it has the exile clause, which makes it a lot less scary.
oddmonk
★★★☆☆ (3.1/5.0) (8 votes)
Is that the 11th Doctor hidden in the art?
brockdjwest
★★★☆☆ (3.1/5.0) (5 votes)
Now this card really shows how cool a mechanic Miracle can be.
JRE47
★☆☆☆☆ (1.5/5.0) (2 votes)
Even without getting this with its Miracle cost...well, how can you NOT give it 5/5?
Trygon_Predator
★★★★☆ (4.1/5.0) (19 votes)
I've always wanted to cast a Time Walk. Now with all-new Miracle (TM), I can live that dream! Thank you, Miracle (TM)!
Paleopaladin
★★★☆☆ (3.6/5.0) (7 votes)
I'm not as freaked by this as I was originally in the visual spoiler. The exile cuts down a lot of the abuse potential.
Cyberium
★★★☆☆ (3.8/5.0) (9 votes)
The fact that it will be exiled after use prevents it from being abused as much as other extra-turn spells. It is, however, quite palatable with its color's primary strength; library manipulation.
JaFaR_Ironclad
★★☆☆☆ (2.8/5.0) (4 votes)
Walk the Walk.
Bursama
★★☆☆☆ (2.8/5.0) (4 votes)
... and all the legacy players went nuts, and decided to have a Brainstorm to whether this will be banned or not...
MindEcho
★★☆☆☆ (2.0/5.0) (3 votes)
This card is good. But not great. Playing an early game extra turn, like on turn two, gives you what? And extra land drop? Meh, you can do the same thing with some ramp.

Late game, yes it is true, that late game, two turns in a row could win you the game, but one would hope that a tier one deck could win late game without having two turns in a row.

This card will see a ton of play though, and players who have no buisness playing at a high level will do so becuase of this card.

Here comes the era of extreme control vs extreme aggro!
Gcrudaplaneswalker
★★★☆☆ (3.1/5.0) (8 votes)
Time Walk It's a Miracle! :p
Mirran_Savior
★☆☆☆☆ (1.8/5.0) (4 votes)
Let's suppose you top deck this on Turn 4 in a U/R deck:

T4, Mountain, Miracle this, Reverberate

This could happen easily in a U/R deck that runs Noxious Revival and Faithless Looting (you know, discarding Temporal Mastery and using Noxious revival whenever you feel like getting an extra turn or two if you have reverberate in hand)
MyrBattlecube
★★★★☆ (4.2/5.0) (12 votes)
So it's still April, and several cards have errata from May. Wizards is posting from the future.
Truly a display of...you ready for it? Here it comes. Puttin' on my shades.
Temporal Mastery.
agentvirgo
★★★☆☆ (3.0/5.0) (6 votes)
I guarantee this gets banned.
JonTheRed
★★☆☆☆ (2.5/5.0) (4 votes)
Sometimes, I think Izzet is my favorite color combo just because I have the option of Dual Casting this.
sonorhC
★★☆☆☆ (2.3/5.0) (5 votes)
An extra turn is an extra turn no matter when you get it. If you get this early, then that just means that your late turns come that much quicker. The only significant drawback to this is that you can screw yourself out of using this if you have too much extra card-draw, but given that it's usually comparable to a Power 9 card, that's not all that much of a drawback.
MasterOfBearLore
★★☆☆☆ (2.8/5.0) (6 votes)
I can't wait to try it with Increasing Vengeance. Just forking it once is good enough, but if, on turn seven, you miracle this and flashback Increasing Vengeance.. Well.
d-101
★★☆☆☆ (2.3/5.0) (7 votes)
In a color that can easily control what goes on top of its deck at any given time, this will almost always be cast for its miracle cost in legacy, vintage, or any format with access to cards like Brainstorm, Ponder, and the infamous Sensei's Divining Top. The only real drawback to this card is that it will, inevitably, be banned/restricted in formats with the aforementioned cards. 5/5
Oh, and that art is stunning.
WarioMan
★★★☆☆ (3.0/5.0) (9 votes)
4 out of every 5 times you play this card, it's an Explore.
When your opponent has a card advantage, you only get to draw a card.
When you're already beating your opponent's face in, you win a turn sooner.
Seriously overrated and probably won't be banned in any format, despite the rumors. 3.5/5 for being only a VERY conditionally efficient Time Walk.
steinburger1109
★★☆☆☆ (2.8/5.0) (8 votes)
RUStCroix just doesn't know what on Earth he's talking about. Miracle does more than just allow you to play it early. Imagine: turn six, you miracle this. Instead of having one mana left, like Time Warp would leave you, you have four. You can still cast more spells this turn or more abilities.

This card is a 5/5. No doubt.
tazman321
★★★☆☆ (3.1/5.0) (7 votes)
Pulled a foil one at the prerelease.

First time I ever made a noise vaguely resembling a "squee".
DarthParallax
★★☆☆☆ (2.4/5.0) (6 votes)
Mastery is achieved when "Telling Time" becomes "telling time what to do."
Xaerael
★★☆☆☆ (2.4/5.0) (8 votes)
It's an OK card. It's NOT as amazing as people think though. Trade em now, You'll be able to pick em up in a few months for under $10. There's far better cards in this set with highly underrated values.
Frostraven
★★☆☆☆ (2.8/5.0) (8 votes)
An extra turn is an extra turn, is an extra turn.

It's an explore that costs 0 mana and that generates X mana where X is the potential mana you have left after casting the miracle.

It is the most powerful the later you draw it, obviously.

4/5 because it's so expensive to hardcast.
ChrisBosh_IronGolem
★★★☆☆ (3.3/5.0) (8 votes)
Professional Magic Players' Ratings

Conley Woods: 3/5 (From tcgplayer.com AVR Set Review)

Luis Scott-Vargas (LSV): 2.5/5 (From channelfireball.com AVR Set Review)

Owen Turtenwald: "The problem I have with Temporal Mastery is that it doesn’t do any of these things particularly well" (Editor's Note: Meaning you cannot save a Temporal Mastery for a perfect time to cast it - you are forced to cast it right away. Also, note that at 7 mana, this card is a virtual mulligan when drawn in your opening hand.)

Brian Kibler: "I see similar things going on with the discussion of Temporal Mastery right now. People are so fixated on the potential upside of Brainstorm / Jace, the Mind Sculptor / Ponder setting up Time Walk that they're not even asking themselves if this is a card that most Legacy decks would want at all. Which would you rather have in, say, RUG Delver: Temporal Mastery or Lightning Bolt? How about Force of Will? Because any time you add a card that is situationally excellent to a deck, you have to cut something, and that something is often a card that is generally more useful if less spectacular when it does its job."

EyeballFrog
★★★☆☆ (3.7/5.0) (7 votes)
Pulled this card at the prerelease. Was not impressed. It was fun getting it for the miracle cost, but I'd say the only time it made a big difference was when I hardcast it. On the other hand, I managed to trade it for a sizeable stack of cards I did want, so I suppose it worked out in the end anyways.
Dragonmaster3.0
☆☆☆☆☆ (0.0/5.0)
I picked up two of these at the Prerelease. I immediately thought, "That's it. I'm playing blue." Now they serve me well in Standard R/B.
DodgeRoebuck
★★☆☆☆ (2.8/5.0) (2 votes)
Amazing card if you use Mystical Tutor, it is just plain cheap better than using dumb brainstorm. mystical tutor with this card will result in madness.
Purple_Shrimp
★★☆☆☆ (2.8/5.0) (4 votes)
mediocre at best
Lagnalok
☆☆☆☆☆ (0.0/5.0)
1. cast Temporal Mastery for its miracle cost
2. copy it trough some means
3. counter the original Temporal Mastery with Delay
4. find a way to repeat

There you have your abused Time Walk
RJStCroix
☆☆☆☆☆ (0.0/5.0)
@don_miguel
your right that this is good for card advantage, but there is lots of ways to get card advantage without being random.

in standard there is just not enough ways to make sure you can draw this when you need/want it, and in older formats i think better options exist.

the thing that has everyone so hyped on this card is the potential to get an extra turn for 1U. but how do you make that work for you at the right moment?
Wisdomseyes
★★★☆☆ (3.8/5.0) (6 votes)
don_miguel: “draw an extra card and get an extra land drop” is what explore does for 2. Thing is, you wont cry if you draw explore in your opening hand. You wont cry at the mana cost of explore if it is the first or second card you draw because you didn’t have the mana to play it.

This card, in order to be playable as a MYTHIC, should not exile. Why? Took at time warp. It did not make significant impact on the game outside the venser infinite turn combo, which requires 3 5 mana cards.

7 mana for an extra turn, because it is 7 mana, means you can’t play something else that turn. Something that is important in the fact of taking extra turns. The 7 mana alone balances its miracle cost. It’s not like Beacon of tomorrows is broken, and that is REUSABLE.

You can’t play it for 2 any time you want, though playing it for 2 is ALWAYS the better deal. If you get lucky, you get an extra turn and then you can actually take advantage of that, but more likely, you get to take an extra turn and do nothing with it

If it were to go to the graveyard when cast, well… hard to pull that off with reclaim/noxious revival existing. I feel that if it is cast for its miracle it should exile, and hardcast should be put into the graveyard. That way, at least you could try to cast it for its miracle if you build around a way to get it.

I feel a RU deck can use faithless looting and snapcaster/noxious revival + maybe a splash of green for reclaim to gain extra turn the way it is, but 7 mana kills tempo to much.
Binaro
★★★☆☆ (3.2/5.0) (5 votes)
This thing is going to be so annoying with Brainstorm...

And to be quite honest, I'm very surprised that they decided to bring back Time Walk. That card really is the last card I'd expect to see reprinted. Oh well, at least they found a way to balance it out better.
Starshayd
★★★☆☆ (3.3/5.0) (3 votes)
Like all miracles:
Liliana Vess's -2
Cutepanda
★☆☆☆☆ (1.0/5.0) (1 vote)
If you have Mystical tutor imprinted on a Isochron scepter.. You tutor them up one by one. So in theory, 4 turns after each other.

Turn 0:
Island
Sol ring
-->
Isochron scepter--> Mystical tutor

Turn 1:
Island
Tap Isochron scepter for tutoring
--Find "Extra turn card"
Put it on top.

Turn 2:
Draw Extra turn card..
Get extra turn
Isochron scepter..

Repeat
SyntheticDreamer
☆☆☆☆☆ (0.5/5.0) (1 vote)
MANABURNWASGOOD
★★☆☆☆ (2.2/5.0) (2 votes)
I don't think it's quite a 5 star, but I couldn't justify giving it less than 4. I just felt wrong giving it 3.5.

The mana cost sucks, but lets be real, no one will play it for it's mana cost, this card shows the fun of miracle. I was able to use vanishment during the pre-release and found the miracle mechanic useful. This though, when used right, maybe with a sensei's divining top to fix the top of the deck could be the difference between a win and loss.

It could also be as someone pointed out a draw and putting a land into play, but that's where the player and deck construction come into play.

I want one for my Kira edh deck.

EDIT: there is a ton of potential here, I upped my rating to 5. mirri's guile and anything that would let you put a card back on top of your library from your hand if you get stuck with it early.
don_miguel
★★★☆☆ (3.3/5.0) (5 votes)
i can not understand people saying this is no good and for instance the stupid remand OMG sooo powerfull etc.
in a game with turns an extra turn is awesome.
first turns +1 card +1 land is a great advantage, and later even more.

AND there is no card in the game that says: 0: draw a card and drop a land. if there was, it would be banned.

EDIT: @ Wisdomseyes: people compares this to explore but don't realize explore leaves you with 2 lands tapped and with this you can untap at the extra turn and play cards and attack. basically the difference is explore helps you to lose the disavantage of beggining last, and this makes that AND gives you back the turn you spent to do it.
Scormio
☆☆☆☆☆ (0.0/5.0)
Barring drawing this one turn 1 or 2, at worst its an Explore for blue. How is that bad? If you draw it on turn 4 with a Delver and Geist in play, you can swing for 9 damage, untap, swing for 9 again. How is that bad?

Sure it might be "situational", if you mean its only good 95% of the time.
BarlowEnter
☆☆☆☆☆ (0.0/5.0)
What happens if you miracle this card using Think Twice on your opponent''s turn? Can you still take two turns after your opponent's turn?
scorpiolegend
★★☆☆☆ (2.8/5.0) (2 votes)
What's cool about the art is that if you were to flip it, the artwork would still be very fitting for the card. Not many cards possess this quality.
divinewind08
★★☆☆☆ (2.0/5.0) (2 votes)
This is a decent card. I think it is a little over hyped, and it is definitely not a game changer (the over-all game). When you miracle it, at worst it is a blue Explore, and at it's best it is a straight up Time Walk. Keep in mind, however, that just because it is comparable to Time Walk, does not make it that card. It can function like it, but you don't, necessarily, get to pick when it is played that way. Like all miracles, it depends on when you draw it. If you get it at a point where you can't miracle it, or if doing so would not be beneficial, it is an over-costed Time Warp that you can't even get back (no Snapcaster for you). All in all, a decent card, a possible game winner, but not a game breaker.
CrowofTheStorms
☆☆☆☆☆ (0.5/5.0) (2 votes)
if you look in the top right hand corner, you can see a person. my theory is that it is venser, who meddled with time in order to come to this plane and escape phyrexia. and because venser's main theme is exiling, the card gets exiled afterwards. also look on Conjurer's Closet to see venser using his power to exile and return creatures.
Shard_Fenix
☆☆☆☆☆ (0.7/5.0) (3 votes)
So much for the reserved list. I guess they're okay with reprinting power nine as long as the name is different.
Howle021
☆☆☆☆☆ (0.0/5.0)
I like this card a lot, to be honest. Rather than having 4 of 'em in your deck though, you should only run one or two and not try to force it out. When it comes naturally, it's going to be an extra turn for penny on the dollar. When you try to force it, however, you begin to rely on it and often fail to do anything with it.

Plus, the art is beautiful.
Megapossum
☆☆☆☆☆ (0.5/5.0) (1 vote)
@CrowOfTheStorms: You do know Venser is dead, right?

On a related note to the card, this is very fun in my UG Delver deck in standard. People don't take too kindly to me taking extra turns when I have a 5+ power Invisible Stalker.
Shadoflaam
★★★☆☆ (3.5/5.0) (3 votes)
Hey. Hey guys. Remember when this thing killed Legacy and Standard? That day sucked.
Ferlord
☆☆☆☆☆ (0.0/5.0)
@ BarlowEnter

Yes, you can.

Because Miracle occurs because it's the first card you drew this turn, and you didn't have a draw-step on your opponent's turn. That's probably the most miraculous ascept of Miracle cards.

The reason I know this is because I was playing AVR draft, and I had 3 creatures out: Kruin Striker, Trusted Forcemage, and Druid's Familiar, and my opponent's field was bare. He had 1 life, and I had 14.

It was my turn, and he played Crippling Chill, tapping Familiar, and the drawing a card.

He told me, "I need just one card: Terminus. IF I draw this, then I have a chance.

Guess what he drew?

I still won: having 2 Vorstclaws helps, no matter how many Mist Ravens you put in your deck.
oPEACE_WALKERo
☆☆☆☆☆ (0.5/5.0) (1 vote)
Here's a fun thought, though you need at least 10 mana to really get it to work after the first time, since you can't use the miracle cost anymore (Time to break out a gilded lotus or 3!)

Play Temporal Mastery, then before you have to exile it, Sundial of the Infinite end your turn. It doesn't get exiled, but rather goes to the graveyard. Then snapcaster cast it again. Infinite turns! I'm sure there's a more efficient way to play that combo, but it's funny to think that this is tournament legal.
JaxsonBateman
★★☆☆☆ (2.8/5.0) (2 votes)
@Peacewalker - that doesn't work. The spell is exiled as part of its resolution. It's impossible to activate the Sundial, let alone have it resolve, in the middle of the resolution of a spell (that is, after the extra turn part has taken effect but before the exile has taken effect).
BuffJittePLZ
★★★☆☆ (3.5/5.0) (3 votes)
@LordRandomness : using two more cards just to bring this back and play it again seems quite inefficient.
DritzD27
★☆☆☆☆ (1.2/5.0) (2 votes)
Apparently Temporal Mastery wanted an extra turn from me. Random Card to Elvish Hunter then randomed right back here again. :P
ivo2809
☆☆☆☆☆ (0.7/5.0) (3 votes)
Hello, i was wondering to make a loop, and found one quite fast what do you all think of this one,

the pieces of the loop are,
Temporal mastery , conjurer's closet , reclaim and Archaeomancer.

to get turns, get conjurer's closet and Archaeomancer on the field, have a reclaim ready.

When you draw Temporal mastery play it, do what you want, but spare 1 green for reclaim on the Temporal mastery , then at the end of the turn exile and return the Archaeomancer with the conjurer's closet effect which lets you take back the reclaim, your first turn ends, you draw the Temporal mastery, play it, do what you want, but spare 1 green for reclaim on the Temporal mastery , then at the end of the turn exile and return the Archaeomancer with the conjurer's closet effect which lets you take back the reclaim, your first turn ends, you draw the Temporal mastery, play it, do what you want, but spare 1 green for reclaim on the Temporal mastery , then at the end of the turn exile and return the Archaeomancer with the conjurer's closet effect which lets you take back the reclaim, your first turn ends, you draw the Temporal mastery,play it, do what you want, but spare 1 green for reclaim on the Temporal mastery , then at the end of the turn exile and return the Archaeomancer with the conjurer's closet effect which lets you take back the reclaim, your first turn ends, you draw the Temporal mastery,play it, do what you want, but spare 1 green for reclaim on the Temporal mastery , then at the end of the turn exile and return the Archaeomancer with the conjurer's closet effect which lets you take back the reclaim, your first turn ends, you draw the Temporal mastery,

and best of all, its STANDARD I hope it wil see some play,
SomeGuy007
★★★★☆ (4.0/5.0) (7 votes)
@ivo2089: One small problem with your loop: Temporal Mastery exiles itself upon resolution. It never enters the graveyard after resolving. Wizards remembered to include that clause for a reason- people used to get tons of mileage out of replaying Time Walk again and again. I have heard of Cube games where people have played Time Walk 7 times in the same game. They're not going to let an engine like that exist in any format, if they can help it.
klauth
★★☆☆☆ (2.8/5.0) (2 votes)
Dual Casting, Reverberate, Echo Mage, Twincast etc. those should sweeten this card's miracle deal

@Arachibutyrophobia yes, they should've put that exile clause considering it's in the same set as Tamiyo, the Moon Sage nobody wants to see anyone take at least 3 extra turns for 6 mana, then cast it again infinitely, especially in standard
canucks123
★★★★☆ (4.8/5.0) (6 votes)
Black should get a Demonic Tutor version of this.
BigFriendlyNinja
★★★★★ (5.0/5.0) (1 vote)
I use this in my doomsday deck after I shelldock emrakul onto the field. That way i pay the miracle cost and get two turns to swing and win
EGarrett01
★★★★★ (5.0/5.0) (4 votes)
Geezus Christ. As if Brainstorm wasn't staple enough already...
DacenOctavio
★★★★★ (5.0/5.0) (3 votes)
When these were first spoiled, it was anarchy. Bedlam. Chaos. We thought these cards were for sure going to dominate Standard. Particularly cards like Reforge the Soul. However without Ponder, these get significantly weaker. For best results, play these in an EDH with Mystical Tutor.
Arachibutyrophobia
☆☆☆☆☆ (0.0/5.0)
this is rated suprisingly low for the closest thing we're ever going to get to a Time Walk
TheDragonPlainswalkr
☆☆☆☆☆ (0.0/5.0)
What is cooler than a "take an extra turn" "Miracle" card!!!!!!!!!!!!!!!!!!!
#1 on my instant/sorcery list.
Blubicles
☆☆☆☆☆ (0.0/5.0)
Only good if you can pay the miracle cost. Otherwise it's like the second version of . Original is better.
MagicCritic
☆☆☆☆☆ (0.5/5.0) (3 votes)
5/5. Pulled a foil and a Gisela in one pack. Swag, then pulled a crappy griffon. 3 mythics in 13 packs $WAG
SolomonRedfang
★★★☆☆ (3.5/5.0) (1 vote)
Melek, Izzet Paragon makes this card complete. You can either cast it from the library for its full cost and get a full-on Time Stretch, spending a full turn's mana to get two more, or if you can see it on top of your deck, you can cast an instant-speed card draw to grab and cast it in your opponent's turn for a minimal cost, giving you an extra turn before your next- almost a Time Stretch without spending a whole turn's mana just casting one card.
TheWrathofShane
☆☆☆☆☆ (0.5/5.0) (2 votes)
blurrymadness
☆☆☆☆☆ (0.5/5.0) (1 vote)
These fell all the way down to $3. I'm surprised they aren't important in Legacy or Vintage yet. Force of Will and Foil fodder while in hand (or toss to a brainstorm) and on top of the deck they cantrip, give you a land drop, an attack phase, etc..

I'd note that Divining Top, Sylvan Library, and Brainstorm are all already popular choices. The problem is probably a bit of Tempo and Dark Confident.

Maybe this could be used in W/U cycling decks, giving new birth to Astral Slide as a means to get to each of these in your deck, taking more turns, gaining more and more tempo as you go, staggering your opponent between useless attacks, extra turns, and a near-tutorable deck.

I realize that cycling can't work with this very well if doing it more than one per turn, but finding these could allow you to put them back on your libray with Mind Sculptor, which is legal in legacy.
SirLibraryEater
☆☆☆☆☆ (0.0/5.0)
I get a strange feeling this is taking away from time walk.
The flavor text reminds me of when I bought a gyroscope and decided that the laws of physics are my favorite plaything.
DrJack
☆☆☆☆☆ (0.5/5.0) (1 vote)
Ah, they reprinted Time Walk. But, if you draw it from a Howling Mine, you have to pay extra mana. That's totally a balanced drawback, and "Miracle" is such a well-thought out mechanic. :-/
Continue
☆☆☆☆☆ (0.0/5.0)
Bonus points if you set up the miracle with Telling Time. Temporal mastery, indeed!

@DrJack: Trust me, most of us are as annoyed with Miracle as you are, but nothing we could possibly do will take it out of the game.
Arachnos
☆☆☆☆☆ (0.0/5.0)
Time Walk
IS
BACK
plaern
☆☆☆☆☆ (0.0/5.0)
"essentially a Time Walk...

-legal in modern... - WHAT?!?!

I'll take four thank you!
mrchuckmorris
☆☆☆☆☆ (0.0/5.0)
It could cost 107 mana for all Jhoira cares.
manaderp
☆☆☆☆☆ (0.0/5.0)
@Swag_Crow: Jeez, can you stop autocarding everything ever? It's meant to make it easier to find cards, not to fulfill your desire to be a "swaggy" special snowflake.

Anyway, you're mistaken - you can use instant-speed scry during your upkeep or the opponent's turn, or sorcery-speed scry during your own turn then get the miracle off next turn. Think, guy. >_>
Enelysios
★★★★☆ (4.0/5.0) (1 vote)
EDIT: Landed back on this card and saw that my comment has been rated down to half a star by several people. I feel vindicated though because this card left standard, and hasn't seen major play. A recent price boost due to an extra-turns deck in modern using it, but as I write this it is 1/3rd the cost of Time Warp. No play that I have seen in legacy at all. I think someday it may find a better home, but it certainly was not the doomsday everyone predicted at all.

As other have said, vintage can use brainstorm or Sensei's Divining top to abuse this. They also have time walk. I do feel like tutoring for this is a bit of a waste though.

My issue here is that I (and even I can't believe I am about to say this) think that time walk is overrated. Time walk is great when you are on the offense and can push farther. If you play this at the wrong time its a color-shifted Explore, that's not bad, but in order for this to be really nasty, you need planning. Planning is why Time walk is great and not just good.

Time walk is always two mana and can be played any time you want, its always there when you need it, and you can save it until you do. Temporal Mastery however is a dead draw in your opening hand, or if you grab it after your first draw. (We are talking vintage, there is a lot of draw happening) People keep talking about brainstorm, (Fine for legacy, restricted in vintage) but that is a pretty risky gambit and essentially another mana and a turn before you can unlock this thing.

I am not saying this is a bad card, but I cannot see this being a future staple like so many people seem to be calling for it to be, and online stores charging forty bucks? I could get a dark confidant or two snapcaster mage for about the same price. I think this is a good card suffering from some dangerous hype. I am almost certain this will not see serious play.

I want to state again that for every copy of this in your opening hand, you may as well have mulligan'd once. As for the draw on your shiny new turn? It is pretty much a cantrip to this..

Edit: It can be pitched to Force of will, so yay for being blue I suppose?
2.5/5
Deyuil
☆☆☆☆☆ (0.0/5.0)
@Enelysios, you forget Brainstorm can stack it if you dead draw it.