Useful effect but very expensive without Miracle. The irony is that you'd avoid having too many copies of this in your deck so you don't draw it early, but fewer copies means you don't draw it as often. All Miracle cards scream their need for blue spells to make top deck more likely.
majinara
★★☆☆☆ (2.0/5.0)(1 vote)
It's fine in Commander. Though in Commander you usually draw a lot of cards, so he miracle part won't happen that often (or at the wrong time), and six mana is a lot.
Halidir_Orveck
☆☆☆☆☆ (0.5/5.0)(5 votes)
I get it Wizards wants us to be rewarded for having an awesome top deck, but for the same costs you can do the exact same thing but to every creature? seriously WTF? maybe 2W regularly at sorcery and Miracle for a single white mana, or hell even 0 would have been insane but when I can have mass destruction for the same cost, I will always go for Wholesale 0/5
pedrodyl
★★★☆☆ (3.9/5.0)(5 votes)
Yes this card's home is EDH. Yes this card is overpriced (besides the miracle cost). But I think if it were any cheaper it would be OP in limited at uncommon, since it is versatile in that it can target whatever you need pretty much.
ToAsTy42o
★☆☆☆☆ (1.6/5.0)(4 votes)
Mirrraacccleeee! <--- whispered with jazz hands
DarthParallax
★★★☆☆ (3.1/5.0)(7 votes)
Miracle {W}: "Screw target non-planeswalker non-land permanent to the for-real Exile Zone."
MANABURNWASGOOD
☆☆☆☆☆ (0.5/5.0)(1 vote)
This like all the miracle cards (with one or two exceptions) is tailored for EDH. They all cost enough mana where you'd mulligan it back into the deck to draw a new card, just waiting to play the card for the miracle cost. At , the miracle cost is awesome and it's just a total screw you...matches condemn in it's usefulness (if not exceeding it a little).
ZephyrBlayze
☆☆☆☆☆ (0.0/5.0)
It's an instant miracle card! If you can swallow the non-miracle price, it does its job well. Useful for getting rid of that thorn in your side. Pricy, but should see some play.
Kasmodian
☆☆☆☆☆ (0.0/5.0)
Hmmm... even 6 mana sounds good for me for burying Avacyn, Angel of Hope at the bottom of someone's deck. Just have to hope someone hasn't hexproofed her... which if they're smart they will do ASAP.
I still like it for limited.
SyntheticDreamer
☆☆☆☆☆ (0.0/5.0)
An excellent way of dealing with generals. Not particularly useful in any other formats besides Limited, though.
BongRipper420
☆☆☆☆☆ (0.0/5.0)
One really has to jump through hoops to even make this card approach any where near mediocre. Is is absolutely horrible? No. But honestly this card would have been significantly more effective if it could hit any permanent. The ability to target Planeswalkers would have made this card way less inefficient when not using the miracle cost.
I give this card a 2/5 overall. It's too unreliable for too little an effect.
Pinto331
☆☆☆☆☆ (0.0/5.0)
@DrJack
You're ignoring the rather glaring drawbacks this card has. You have only one chance to cast it for {W}, if you don't it becomes a very expensive dead draw. This means there is no option to hold on to it, which severely limits it's potential. This turn the most menacing threat your opponent has could be a 1/1 spirit token. Next turn it could be a Titan.
To cast it any other time costs a ridiculous 6 mana, to do something other, better cards could do for 2 or 3 at any time. It's horribly inefficient in that respect, and it's hard to control. Additionally, if you're drawing any additional cards during your turn your just increasing the chances of this card being wasted.
This card is nice enough in limited, but anywhere else it's just too restrictive to be any good.
wholelottalove
☆☆☆☆☆ (0.0/5.0)
This card is fine for giggles in a Commander deck, I mean given the sheer randomness of Commander who can be offended at drawing one card out of a 99 card deck?
But yes, there are many legacy spells that do what this card does much better and without the restrictions. Swords to Plowshares anyone?
I had 19 counters on Darksteel Reactor when my friend dropped it on me -_-
DrJack
☆☆☆☆☆ (0.5/5.0)(1 vote)
Basically, you can remove almost anything from the game for 1 white mana. If that's considered a balanced card nowadays, you can count me out. I'll play Texas Hold' Em instead. This new game you guys are playing just isn't Magic: The Gathering anymore.
@Pinto331 so what if you have to use the card right away to use it's miracle cost. That just means you'll blow up your opponent's best card during your draw phase instead of your main phase. True, if it's in your starting hand of 7 cards you have to pay 5W to cast it. That still isn't bad, considering it's at instant-speed. Compare it to Desert Twister, which was always an OK (not great) card itself.
Here's the problem: Basically, each time a "Miracle" card shows up, it's either going to be so-so in power or absurdly strong, depending on the arbitrary circumstance of when someone happens to draw it. Again... we may as well just flip a coin to determine the winner.
Comments (17)
0/5
I still like it for limited.
I give this card a 2/5 overall. It's too unreliable for too little an effect.
You're ignoring the rather glaring drawbacks this card has. You have only one chance to cast it for {W}, if you don't it becomes a very expensive dead draw. This means there is no option to hold on to it, which severely limits it's potential. This turn the most menacing threat your opponent has could be a 1/1 spirit token. Next turn it could be a Titan.
To cast it any other time costs a ridiculous 6 mana, to do something other, better cards could do for 2 or 3 at any time. It's horribly inefficient in that respect, and it's hard to control. Additionally, if you're drawing any additional cards during your turn your just increasing the chances of this card being wasted.
This card is nice enough in limited, but anywhere else it's just too restrictive to be any good.
But yes, there are many legacy spells that do what this card does much better and without the restrictions. Swords to Plowshares anyone?
Tunnel Vision
@Pinto331 so what if you have to use the card right away to use it's miracle cost. That just means you'll blow up your opponent's best card during your draw phase instead of your main phase. True, if it's in your starting hand of 7 cards you have to pay 5W to cast it. That still isn't bad, considering it's at instant-speed. Compare it to Desert Twister, which was always an OK (not great) card itself.
Here's the problem: Basically, each time a "Miracle" card shows up, it's either going to be so-so in power or absurdly strong, depending on the arbitrary circumstance of when someone happens to draw it. Again... we may as well just flip a coin to determine the winner.