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Magic: The Gathering Card Comments Archive

Give // Take

Multiverse ID: 369097

Give // Take

Comments (24)

Lazenca_Seifus
★★★☆☆ (3.7/5.0) (5 votes)
The art for Give is the best art ever produced in all of human history, and imprisoning it in a tiny little split card frame is a mortal sin.
steev
★★★★☆ (4.7/5.0) (5 votes)
Zegana wants you to draw those cards a second time.
marmaris74
★★★★☆ (4.8/5.0) (6 votes)
What'd you say, Fathom Mage? You want to draw even more cards? Well, okay then.
Cyberium
★★★★☆ (4.5/5.0) (2 votes)
The good thing is, if you are playing a Simic deck, your creatures would already have the +1/+1 counters to let you play Take on.

Using this + Cytoplast Manipulator = control target bigger creature.

i.e., the card is useful either way for the right deck, Fuse is just gravy.
DarthParallax
★★☆☆☆ (2.8/5.0) (2 votes)
I'm rather glad Take can't be used in 'any old Blue EDH deck'. :P

I'm less pleased that the decks it will show up in will have zero problems abusing it. :P

BUG. It's always been the second-best thing after UBW in Magic. :)
Dabok
★★★★☆ (4.8/5.0) (4 votes)
I absolutely love this card!
There's a kick to it, though.
Zameck Guildmage is gonna lose his job because of this :(
-
But he's gonna find a job elsewhere with his awesome collegues (Young Wolf, Strangleroot Geist)

5/%
RAV0004
★★☆☆☆ (2.4/5.0) (4 votes)
Bioshift your lorescale coatl counters to a fathom mage. Draw another Bioshift. Repeat. Win.

and don't bother or rely on give/take to draw your cards, or you suck.
Rokukel
☆☆☆☆☆ (0.0/5.0)
GASHUNK!
majinara
★★☆☆☆ (2.0/5.0) (1 vote)
Hmm... I don't know what to think about this.

Putting three +1/+1 counters on a guy for three mana is quite efficient. However, being able to do so only at sorcery speed is pretty crappy, since you can't play it as a combat trick that way.

Drawing cards by removing +1/+1 counters is interesting. But again, it would be best at instant speed, so you could do it in response to a removal spell, to still gain value out of a creature that it's about to die. Being sorcery speed cripples this a lot. In addition, you need card draw most in the late game, when an opponent played mass removal, and you have to improve your board presence. But after mass removal has been played, there are no creatures to play this on.

In addition, six mana for both effects is very very expensive.

I really want to like this card, but it just doesn't seem very useful.

don_miguel
☆☆☆☆☆ (0.0/5.0)
i play with counters. i play with card draws. and i see this card and i don't like it. something isn't going on well.
i only see a concentrate or a harmonize for 4UG
Rootkit9208
★★★★☆ (4.6/5.0) (4 votes)
This little gem was absolutely amazing at the pre-release. It isn't just about card draw, snd it's not just about tokens. This card is all about flexibility to do either option, or even both. Playing Selesnya as my main guild and getting Simic as my second lead to this being better than every single rare I got in my Dragon's Maze packs (true story, bro). After getting my Nimbus Swimmer hit with a pacifism effect, I ate it while buffing something else up for a far better effect than "draw three cards for six mana"
Xinsden
☆☆☆☆☆ (0.0/5.0)
I like the 3 counters for 3 mana... It makes Gyre sage much more mana worthy, plus, imagine this... Use Vorel of the Hull Clade's Counter Double ability PLUS Give... 6 counters for 5 mana... how do ya like that?
vantha
☆☆☆☆☆ (0.0/5.0)
With split cards they always have to cost them 1 mana more than if they were single cards on their own. But with Give I feel that it was fairly costed. Many times in the prerelease I played give and won in several turns.

It was hard for me to justify playing Take, simply because I was paying 6 mana to draw 3 cards at sorcery speed. I felt at 3 mana a piece Give and Take should've been an instant. The combat trick would've been insane. Having a creature with counters on it dying and in response you remove those counters and draw cards would've been pudding!

Being a sorcery limits its usage and I think it makes difficult play decisions. Oh for everyone saying that this Replaces Zameck Guildmage, no it doesn't. He can still do his abilities at instant speed. Most games involve reacting to combat with instant speeds abilities, not sorcery speed.
Wapple
★★★★☆ (4.5/5.0) (1 vote)
*Closes Primordial Hyrda's eyes*
Goodnight Sweet Prince
*Casts Take and draws 6 cards and puts Primordial Hydra in the grave*
BubskeesWGB
☆☆☆☆☆ (0.0/5.0)
This card won me games. If you're thinking that this is terrible because its 4GU to draw three then you're playing it wrong. Only in the worst cases is it to be played like that.

If you're playing a +1/+1 counter deck, this card is absolutely fabulous. Sometime you just put 3 +1/+1 counters on a creature. Other times you're removing more than 3 +1/+1 counters from other creatures to draw lots of cards, but most importantly, you can put +1/+1 counters on one creature and then remove others from a different creature to draw.

This card is highly variable, and each of its modes is incredibly useful.
Purplerooster
☆☆☆☆☆ (0.0/5.0)
Give to creatures, such as Simic Manipulator, that benefit from the counters and take away from pacified creatures who don't need 'em anymore.
alzabo
☆☆☆☆☆ (0.0/5.0)
This card is much better than it reads. Putting counters on creatures at sorcery speed isn't that great; however, lots of Simic creatures (e.g. Simic Manipulator, Vorel of the Hull Clade) can already do things at instant speed and just need the counters to begin with. This isn't a Simic Giant Growth so much as a way to get the Simic engine going. The option to draw cards is a nice feature.

And, I agree, the art on Give is fantastic.
SirLibraryEater
☆☆☆☆☆ (0.0/5.0)
1. Play a Vorel of the Hull Clade EDH deck
2. Draw this and Gyre Sage
3. Get some counters on Gyre Sage
4. Double said counters with Vorel
5. Repeat step 4 as necessary
6. Tap Gyre Sage for 1 bajillion mana
7. Play Take, draw 1 bajillion cards
8. ????
9. Profit!
Kariuko
☆☆☆☆☆ (0.0/5.0)
I don't like it. Give part sucks. yes it might trigger a lot of evolvers but bioshift does a much better job and is obviously more versatile.plus its super cheap.
Take part being sorcery speed is only good on a guy you don't want to attack with. not being able to choose how many i want to remove is a big downsider as well. Zameck may cost more and draw less but it's much more versatile

Instant speed would make it a 4 for me, as is i give it a 1,5.
AlphaWolfs
☆☆☆☆☆ (0.0/5.0)
I only have 3 questions about this card.

1) If I counter this when my opponent fuses it, does it counter both halves or only one?

2) If I cast this fuse card on 1 Hero creature, would I be triggering that cards Heroic ability twice, because these are technically 2 different cards targeting the same creature? Or would it trigger once because they are the same, physical card?

3) Do +1/+1 counters get removed before or after Heroic resolves?
Continue
★★★★★ (5.0/5.0) (1 vote)
I'm a new soul, I came to this strange world hoping I could learn a bit 'bout how to give and take...
NickDay
☆☆☆☆☆ (0.0/5.0)
Hello @AlphaWolfs

1) When you Fuse a spell, both halves count as one whole spell. You would be countering the entire thing.

2) This is "technically" and literally one card. The rules text on the card even says "both halves of this CARD." Again, a Fused spell is still just one spell. If you target one creature with both halves of this card, Heroic only triggers once. If you target two different creatures with each half of this spell then Heroic would trigger once for each of those creatues.

3) Heroic resolves before the spell because Heroic resolves when the creature is targeted by a spell you control. If you target a Heroic creature you control with a spell - even if the spell is countered - Heroic will still trigger.

Hope that helps!
Petertracy
☆☆☆☆☆ (0.0/5.0)
I really think Take could have been 1 mana less, even considering the "fuse tax", just because it's basically sapping all the power from a creature that you've been working hard to grow. Give isn't bad at all, I see it as a mini Increasing Savagery.
That being said though, resolving a fused Give AND Take in a proper Simic deck will net you nothing short of six cards... fantastic card 4.5/5
ArcaneFury
☆☆☆☆☆ (0.0/5.0)
The new card from Journey into Nyx "Sage of Hours" has a cool interaction with this. It has heroic +1/+1 counter, remove 5 counters take an extra turn. You can cast this on him, adding 3 counters + 2 counters then in response to Take, remove all counters from him and take an extra turn.