I suppose that the card could work well, but only if played with the right types of counter spell to equally slow down the opponent. That, or play it with Lethal Vapors.
ClericNacho
★★★★★ (5.0/5.0)(9 votes)
Meditate is one of those cards which drop jaws, but for very different reasons. First of all, its a very powerful card. Its draw/mana ratio is 1.33, which is unusually good. However, the true aspect of Meditate that makes it playable is its instant speed. This gives you the opportunity to cast it where the extra turn will not be so benefitial to your opponent.
Control can abuse this card. If you leave mana open for a counterspell, an opponent may wanna refrain from casting a spell. You can cast meditate there, at end of turn. If they have no instants, then you draw 4 cards, and they go again. If used early on, the extra turn will not be so dangerous, and can be control via Daze, Foil, Misdirection, FoW, etc.
Reset High tide on its own loves this card, as its skip next turn aspect becomes practically irrelevant.
Meditate can definetely give up an upper hand in battle, but when incorrectly cast will probably cost you the game. A turn 3 counterspell bluffed meditate can be devastating to your opponent.
Duskdale_Wurm
☆☆☆☆☆ (0.7/5.0)(18 votes)
You skip your next turn?
1.5/5
bigrig69
★★★★★ (5.0/5.0)(6 votes)
The cards absolutely busted, if it was a sorcery it'd be a lot less good though.
in control vs control often the turns are just draw go, so this is like a 3 cmc draw 3 card @ instant speed in that regard.
which is crazy
the cards nuts anyone who doesn't see that can't evaluate cards properly.
zk3
★★★★★ (5.0/5.0)(2 votes)
Bound, Blood Funnel and you get 4 cards for U to kick off that storm. There will be no next turn
mongoliansavage
★☆☆☆☆ (1.9/5.0)(8 votes)
ummmm yaaa..
O_O
>:O
(>'')> - - >X_x
face-fister
★★★★☆ (4.0/5.0)(1 vote)
Just skip. I'll skip all over the table. Then it's my turn again.
EGarrett01
★☆☆☆☆ (1.8/5.0)(4 votes)
You spend one card to cast, you miss one draw, your opponent gets an extra draw, so you only really get 1 card extra in exchange for missing an untap and attack phase.
MadTheorist
★★★★☆ (4.8/5.0)(2 votes)
@EGarrett01: You just lose one turn and therefore card, the opponent draws as usual. So you get 2 extra cards out of this, which happens to be double the effect of Divination. Instantly!
Dubbios
★★★★☆ (4.2/5.0)(2 votes)
This card is just amazing.
Who cares about the next turn, when you gonna win in this turn?
Play on Storm or High Tide and you will see, pure power.
twiddleman12
★★★★☆ (4.0/5.0)(1 vote)
Is it just me, or is this card just stupid in my stasis deck?
TherealphatMatt
★★☆☆☆ (2.5/5.0)(2 votes)
It's an instant, so there's at least some opportunity for abuse of Temporal Mastery
DacenOctavio
★★★★★ (5.0/5.0)(1 vote)
This card is so good I'd play it even if it was a sorcery.
DarthParallax
★★☆☆☆ (2.5/5.0)(2 votes)
I would love to see Wizards make a {U}{U} Sorcery version of this card:
Draw four cards, then sacrifice two Islands anyone? :D
I understand that huge drawbacks need to be put on DRAWING 2:1. If that drawback doesn't sound like enough, tell me what would be enough. Do not think about Vintage, it already has Ancestral Recall, Brainstorm, and Tutors, and Time Walk, so few things would be good enough to break into there and ALSO seem Degenerate compared to the competition.
For Legacy, it MAY be too much, or it might just be Awesome.
For Modern, I think it either would get Banned, or maybe they would ban anything else that would make it good for Combo, but let Control play with it?
For Standard, it just wouldn't be good. Probably. Either that or it would enable Super Combo decks in Standard :)
I Love Sucking At Development ^_^
SkyknightXi
★★★★★ (5.0/5.0)(2 votes)
Note to Barrin (even if we're going to need a medium for him to read it): It didn't quite work.
Earthdawn
★★★★☆ (4.5/5.0)(1 vote)
For use with Lighthouse Chronologist :)
patronofthesound
★☆☆☆☆ (1.0/5.0)(1 vote)
Tidings is better. But not strictly.
Jannissary
★★★★☆ (4.8/5.0)(2 votes)
I used to use this in a control deck. It goes wherever you want, generally when you don't need an actual next turn. Cast it, leave mana open for a response, and enjoy your cards. Your opponent is going to think it's a trick, but it's not- it's just basic card advantage in exchange for a turn you were going to spend with a counterspell ready anyways.
zipec
★★★★☆ (4.8/5.0)(2 votes)
@EGarrett01: Actually, no. Its +2 cards for you: You draw 4, lose 1 card, skip 1 draw. You can't count opponents draw he draws as usual (you already counted your own missed draw).
NobuTheBard
☆☆☆☆☆ (0.5/5.0)(1 vote)
What a great effect for only 3 mana! And that's not much of a downside in blue, these days anyway (I never saw this played back in the day but I mostly played in "kitchen magic" back then).
But I'm only rating 4 out of 5 because his arms... don't... look right. They look too long! Especially his right arm; the elbow looks too low for the way he is holding it. His legs also look too short. Look at where his left knee is, and where his left foot is, and how narrow and twisted around the legs are. It's like the lower half of his legs are too long and narrow compared to his body, and he's got his legs awfully flat despite sitting on his feet.
I don't know, maybe it's just the slightly askew tunic throwing me off.
Tivoko
★★★★★ (5.0/5.0)(1 vote)
This card is just disgusting with an active smokestack and/or tangle wire going.
"Why yes, I WOULD like to draw four cards and make you sacrifice more permanents."
Comments (21)
Control can abuse this card. If you leave mana open for a counterspell, an opponent may wanna refrain from casting a spell. You can cast meditate there, at end of turn. If they have no instants, then you draw 4 cards, and they go again. If used early on, the extra turn will not be so dangerous, and can be control via Daze, Foil, Misdirection, FoW, etc.
Reset High tide on its own loves this card, as its skip next turn aspect becomes practically irrelevant.
Meditate can definetely give up an upper hand in battle, but when incorrectly cast will probably cost you the game. A turn 3 counterspell bluffed meditate can be devastating to your opponent.
1.5/5
in control vs control often the turns are just draw go, so this is like a 3 cmc draw 3 card @ instant speed in that regard.
which is crazy
the cards nuts anyone who doesn't see that can't evaluate cards properly.
O_O
>:O
(>'')> - - >X_x
You just lose one turn and therefore card, the opponent draws as usual.
So you get 2 extra cards out of this, which happens to be double the effect of Divination. Instantly!
Who cares about the next turn, when you gonna win in this turn?
Play on Storm or High Tide and you will see, pure power.
Draw four cards, then sacrifice two Islands anyone? :D
I understand that huge drawbacks need to be put on DRAWING 2:1. If that drawback doesn't sound like enough, tell me what would be enough. Do not think about Vintage, it already has Ancestral Recall, Brainstorm, and Tutors, and Time Walk, so few things would be good enough to break into there and ALSO seem Degenerate compared to the competition.
For Legacy, it MAY be too much, or it might just be Awesome.
For Modern, I think it either would get Banned, or maybe they would ban anything else that would make it good for Combo, but let Control play with it?
For Standard, it just wouldn't be good. Probably. Either that or it would enable Super Combo decks in Standard :)
I Love Sucking At Development ^_^
But I'm only rating 4 out of 5 because his arms... don't... look right. They look too long! Especially his right arm; the elbow looks too low for the way he is holding it. His legs also look too short. Look at where his left knee is, and where his left foot is, and how narrow and twisted around the legs are. It's like the lower half of his legs are too long and narrow compared to his body, and he's got his legs awfully flat despite sitting on his feet.
I don't know, maybe it's just the slightly askew tunic throwing me off.
"Why yes, I WOULD like to draw four cards and make you sacrifice more permanents."