Geez, this card is kind of unfun. My friend had a deck that gained 2 life per turn and locked out all draws, so unless you had some way to deal with it immediately (and dodge the inevitable counterspell,) you were done.
Aquillion
☆☆☆☆☆ (0.0/5.0)
Any sort of life gain capable of giving you two life a turn makes this an instant lock. Even without that, if you controlled the board when you played it, you're probably going to win unless your life total was very low -- if you're doing more than two damage to your opponent a turn, they're screwed.
The catch? It's kind of a win-more card, since you have to already be winning for it to really work.
blurrymadness
☆☆☆☆☆ (0.0/5.0)
Blue aggro/control card IMO. You play a Delver of Secrets, maybe spiketails, and then counter everything you see. When you start to run out, this comes down and your opponent is stuck not getting cards if they'd draw non-land. If they wish to pitch life for your cards, they probably lose anyway.
Hmmm, I just noticed that Zur has the same lightning coming out of his eyes in this art as he does in his actual card, Zur the Enchanter. He's also dressed the same! I dunno whose call that was, but right now my props goes to Pete Venters!
Comments (13)
Player B (with Zur's Wierding): Into the graveyard!
Player A: I reveal a Shock...
Player B Hmm.
Strong card for locking your opponent down assuming you have a way of continuing to play even if you are not able to draw yourself.
Flashback spells, Unearth cards, maybe some kind of lifegain...
Can't be searched for by Zur himself, though!
The catch? It's kind of a win-more card, since you have to already be winning for it to really work.