Why this card is white? Name and effect are totally blue!! It doesn't have any reason to be white! It would be an interesting blue card. Instead is a senseless white card. 0.5/5
UNBAN_SHAHRAZAD
★★★☆☆ (3.5/5.0)(6 votes)
That is what makes this card special. Seeing mass card draw in white is very interesting and something I'd like to see more of.
bhunji42
★★★★☆ (4.1/5.0)(5 votes)
Can also be used to counter decking due to forced drawing.
mrredhatter
★★★☆☆ (3.7/5.0)(3 votes)
U-B-E-R I run two of these in my Enchantment/Pegasus deck. And after I draw my deck out I Replenish these things and they keep me from decking out!
Kryptnyt
★★★☆☆ (3.7/5.0)(6 votes)
You're just a white hater. This is a great white card.
qaq456
★★★★☆ (4.0/5.0)(5 votes)
good with mixed white and blue
Kurraga
★★☆☆☆ (2.8/5.0)(3 votes)
They should have made this a blue quest in Zendikar block for slightly less mana.
Tiggurix
★★★★☆ (4.1/5.0)(7 votes)
@leomistico: I believe it is because it's Pursuit of Knowledge, and not, for instance, Inspiration. The pursuit of knowledge, in this instance, is performed through diligent study, and not through inherent genius or individual Pondering. This card represents dredging through books, which is hard work fueled by diligence, a very white concept if I may say so myself. In other words, this card is a representation of the total opposite of a brilliant but lazy genius, of which there are a lot of in blue.
Galgus
★☆☆☆☆ (1.6/5.0)(10 votes)
Why is this white? Its the bluest flavor I have ever seen.
Baconradar
★★★☆☆ (3.8/5.0)(7 votes)
This doesn't seem out of flavour for white, to me.
Shoe2
★★★☆☆ (3.4/5.0)(4 votes)
Sooo good in EDH. Mono White decks need all the card draw they can get. A white Draw 7 spell? count me in
Szentekkel
★★★☆☆ (3.4/5.0)(6 votes)
its not draw 7, its more draw 4 since you must skip 3 draws before
and lose 3 turns without draw before... white cant even draw cards right
just give it 4 stars because you can always put blue do speed up the draws
Pontiac
★★★☆☆ (3.2/5.0)(3 votes)
Lots of fun with Brainstorm
thaviel
★★★☆☆ (3.2/5.0)(3 votes)
combo with balance, well you have balance in your hand put counters on this well you play cards till your down to just balance then balance them to no cards then sac it for a new hand. yep balanced.
ThornsofChristos
★★★☆☆ (3.6/5.0)(4 votes)
Wait... this means that you can actually do this as an instant?
DarthParallax
★★★☆☆ (3.6/5.0)(9 votes)
the most significant thing to take away from this card is the color debate. obviously this card really does have no business being white, since blue is a much better fit for it, but But BUT
Blue has no business being blue. Let me explain:
In the beginning, the Color Pie said:
Blue is the Color of Winning Black is the Color of Paying to Win White is the Color of Working to Win Red is the Color of Winning out of Nowhere and Green is the Color of Losing
card draw, deck stacking, discarding, hand-size changers, tutoring...EVERY one of these is in Blue, Black or Artifacts NEARLY EXCLUSIVELY.
this is why Blue was/is/will always be a problem. It's the color of 'being smart'
Magic is a game. A strategy game. In games, everyone should have the chance to be smart, or at least make the other guy dumb. Having weak discard riders on red cards, or giving white stronger card draw with mirrored life gain effects on top, are both things that have recently been seen a bit more, and I think should be pushed. At least some. Maybe a lot. Every deck should have access to better card draw than it has now, except for Blue and Black who are just being silly.
Burning Inquiry I think isn't a just a great card- it's a great Design discovery. More cards like that should be made until we have enough references to knowledge and learning in all five colors.
Hunter's Insight has me worried, to be honest. It looks suspiciously good, which means it'll either flop, or possibly be too good. If it's actually both worth it AND fair, then it needs to be in the Core Set for the rest of forever.
At least Wizards seems aware of the problem and is looking for ways to counteract it. The second they forget, storm the forums and demand Hunter's Insight be made into a cycle. (It would be so easy to name- Goblin's Insight (X= damage dealt to creatures you control. low cost. Common.), Wizard's Insight (X = number of cards in your hand. Rare. high mana cost.) Demonic Insight (X = life paid. high man a cost. not rare.) and Divine Insight (X= life gained that turn. Uncommon.) The game so obviously needs, if not these cards exactly, then definitely a cycle of this sort, that I'm really surprised it hasn't been done before. Consider the five basic lands to be the most important cycle in the game. If they make a Hunter's Insight cycle, I will instantly call that the second most important cycle in the game.
Cheza
★★☆☆☆ (2.6/5.0)(6 votes)
@ Why is this white? Its the bluest flavor I have ever seen.
I disagree. Blue isn't about drawing cards, it's about having the right cards at the right moment. Drawing is just the easiest but never was the best way. A blue player wants control and search abilities ARE the best way to control what you draw/have. Card draw on the other hand is random. So instead of a "draw 3 cards" spell, I would rather have a "Srcy 6, draw 1" spell.
@ "this is why Blue was/is/will always be a problem. It's the color of 'being smart' ... In games, everyone should have the chance to be smart"
I agree, but would call it: "Every color should be able to focus on card advantage." instead.
White card advantage: Draw spells & powerful anti-destruction Blue card advantage: Search spells & Library reodering => less time for the right spell Black card advantage: Discard spells, draw denial, gain control effects & Reanimation Red card advantage: Mass destruction, Madness, Flashback & Unearth, also copy spells of other players Green card advantage: Combat oriented draw/destruction, regrowth, anti-destruction, anti-discard
In this way any color can have card advantage!!!
RED: A true Wrath of God is used when it destroys more of your opponent's creatures. The same is true for Tranquility. The only reason that prevents this is the argument that red isn't smart enough... but smart isn't the Wrath but when you add it to your deck and when you use it... the rest is similar to an Pyroclasm.
BLUE: Less focus on Counterspells and draw, but more on search effects. This ought to include land search as well. Expedition Map/Academy Ruins shows that blue is really in need of that. Once blue has the most powerful search spells, there is really no "lack" for draw spells and blue would truly be the control color.
BLACK: Loses direct search spells, but if R&D would shift gain control effects towards black, blue can search for whatever they want... just to get it stolen by black. And I still wait for the black spell: "Target player discards a card and skips his or her next draw step" or a "target player puts a card on top of his or her library. Fateseal 2" version of Preordain. Blue draw cards would also be good targets for faster discard effects, so black wouldn't suffer.
GREEN: should still focus on combat, but would get more control in combat, not just stupid wurms. A green Akroma or Baneslayer (vs, illusions and horror) would be a mark. Persist is great 2:1 ability. Instead of counters or tokens, a Night Soil could let the player draw cards instead.... In addition, green versions of Squadron Hawk, Preeminent Captain or Hero of Bladehold would generate card advantage in "the combat way".
WHITE: should use direct draw spells. The benefit is universal and even a weenie deck could benefit from a Distant Melody or Flow of Ideas version. A Prosperity would grant white the perfect "support" role and I would love to see a white version of Meditate (f.e. in a wall deck).
And Meditation is the style that is included in Pursuit of Knowledge as well. It's rather the "seek wisdom through asceticism or self-chastisement" ... and this is a perfectly white flavor.
Cheezinator
★★★★★ (5.0/5.0)(2 votes)
This + Tezzeret's Gambit. Or any draw-3, of which there are many better choices in the game. But proliferating for that last token is just so much more fun :)
Paladin85
★★★★☆ (4.5/5.0)(3 votes)
The best 'enchantment draw' card available and has not been reprinted :(
Use in your blue/white control or even casual white decks for an instant refill of your hand
5/5
blurrymadness
★★★★★ (5.0/5.0)(2 votes)
Cycling, Cantrips, etc.
I.E. use the cycling lands and some combat cantrips that you'd normally use, instead of the free cards (or just to finish this thing) you put the counters on it and BAM, mass card advantage. Roughly 4 mana to draw a net 4.
Ragamander
★★★★★ (5.0/5.0)(1 vote)
Consider using Rings of Brighthearth to double the payoff. That is, if you have some way to keep 14+ cards in your hand.
ChumleyX
★★★★★ (5.0/5.0)(1 vote)
This old school card remains white's best source of card draw. Obvious pairings include blue draw spells, like Brainstorm. But it also pairs beautifully with green: this and Sylvan Library ftw.
Lord_Ascapelion
☆☆☆☆☆ (0.0/5.0)
Proliferate, as if it wasn't already mind-numbingly obvious.
And yeah... nooo idea why this is white. I could see it as a blue-white multicolor card, but white really never directly draws cards. Weird.
Homelands
★★★★★ (5.0/5.0)(1 vote)
This is the bluest card I've ever seen.
Technetium
☆☆☆☆☆ (0.0/5.0)
Pretty good card. Goes nice with Memory Jar because you can skip 3 of the Jar's draws and thus lose less from it at the end of the turn. Sometimes it's a bit slow to go, though, so I give it 4/5.
Rishadan_Man
☆☆☆☆☆ (0.0/5.0)
Oh the memories, I got this at the Stronghold prerelease and was thrilled. Used to run this in my fun decks back in the day with Brainstorm, Sylvan Library, and Gerrard's Wisdom.
4/5.
The_Murderauder
☆☆☆☆☆ (0.0/5.0)
As a draw spell, in the best-case scenarios, this usually amounts to something along the lines of {3}{W} "draw 4 cards." Which is, you know, not bad. The real key here is the fact that it lets you skip as many draws as you want. I use it with giant Prosperity-like cards to win.
LordOfTheFlies87
☆☆☆☆☆ (0.0/5.0)
Clearly a blue card. Needs a shifted reprint.
nunyaJs
☆☆☆☆☆ (0.0/5.0)
Crazy powerful card in the right deck (Sylvan library). Also, if I'm not mistaken, you could cast Truce/Temporary Truce, skip the draws, gain the life, AND get the study counters. Neat.
Comments (29)
It would be an interesting blue card. Instead is a senseless white card.
0.5/5
I run two of these in my Enchantment/Pegasus deck. And after I draw my deck out I Replenish these things and they keep me from decking out!
and lose 3 turns without draw before... white cant even draw cards right
just give it 4 stars because you can always put blue do speed up the draws
Blue has no business being blue. Let me explain:
In the beginning, the Color Pie said:
Blue is the Color of Winning
Black is the Color of Paying to Win
White is the Color of Working to Win
Red is the Color of Winning out of Nowhere
and Green is the Color of Losing
card draw, deck stacking, discarding, hand-size changers, tutoring...EVERY one of these is in Blue, Black or Artifacts NEARLY EXCLUSIVELY.
this is why Blue was/is/will always be a problem. It's the color of 'being smart'
Magic is a game. A strategy game. In games, everyone should have the chance to be smart, or at least make the other guy dumb. Having weak discard riders on red cards, or giving white stronger card draw with mirrored life gain effects on top, are both things that have recently been seen a bit more, and I think should be pushed. At least some. Maybe a lot. Every deck should have access to better card draw than it has now, except for Blue and Black who are just being silly.
Burning Inquiry I think isn't a just a great card- it's a great Design discovery. More cards like that should be made until we have enough references to knowledge and learning in all five colors.
Hunter's Insight has me worried, to be honest. It looks suspiciously good, which means it'll either flop, or possibly be too good. If it's actually both worth it AND fair, then it needs to be in the Core Set for the rest of forever.
At least Wizards seems aware of the problem and is looking for ways to counteract it. The second they forget, storm the forums and demand Hunter's Insight be made into a cycle. (It would be so easy to name- Goblin's Insight (X= damage dealt to creatures you control. low cost. Common.), Wizard's Insight (X = number of cards in your hand. Rare. high mana cost.) Demonic Insight (X = life paid. high man a cost. not rare.) and Divine Insight (X= life gained that turn. Uncommon.)
The game so obviously needs, if not these cards exactly, then definitely a cycle of this sort, that I'm really surprised it hasn't been done before. Consider the five basic lands to be the most important cycle in the game. If they make a Hunter's Insight cycle, I will instantly call that the second most important cycle in the game.
I disagree. Blue isn't about drawing cards, it's about having the right cards at the right moment. Drawing is just the easiest but never was the best way. A blue player wants control and search abilities ARE the best way to control what you draw/have. Card draw on the other hand is random. So instead of a "draw 3 cards" spell, I would rather have a "Srcy 6, draw 1" spell.
@ "this is why Blue was/is/will always be a problem. It's the color of 'being smart' ... In games, everyone should have the chance to be smart"
I agree, but would call it: "Every color should be able to focus on card advantage." instead.
White card advantage: Draw spells & powerful anti-destruction
Blue card advantage: Search spells & Library reodering => less time for the right spell
Black card advantage: Discard spells, draw denial, gain control effects & Reanimation
Red card advantage: Mass destruction, Madness, Flashback & Unearth, also copy spells of other players
Green card advantage: Combat oriented draw/destruction, regrowth, anti-destruction, anti-discard
In this way any color can have card advantage!!!
RED: A true Wrath of God is used when it destroys more of your opponent's creatures. The same is true for Tranquility. The only reason that prevents this is the argument that red isn't smart enough... but smart isn't the Wrath but when you add it to your deck and when you use it... the rest is similar to an Pyroclasm.
BLUE: Less focus on Counterspells and draw, but more on search effects. This ought to include land search as well. Expedition Map/Academy Ruins shows that blue is really in need of that. Once blue has the most powerful search spells, there is really no "lack" for draw spells and blue would truly be the control color.
BLACK: Loses direct search spells, but if R&D would shift gain control effects towards black, blue can search for whatever they want... just to get it stolen by black. And I still wait for the black
GREEN: should still focus on combat, but would get more control in combat, not just stupid wurms. A green Akroma or Baneslayer (vs, illusions and horror) would be a mark. Persist is great 2:1 ability. Instead of counters or tokens, a Night Soil could let the player draw cards instead.... In addition, green versions of Squadron Hawk, Preeminent Captain or Hero of Bladehold would generate card advantage in "the combat way".
WHITE: should use direct draw spells. The benefit is universal and even a weenie deck could benefit from a
And Meditation is the style that is included in Pursuit of Knowledge as well. It's rather the "seek wisdom through asceticism or self-chastisement" ... and this is a perfectly white flavor.
Use in your blue/white control or even casual white decks for an instant refill of your hand
5/5
I.E. use the cycling lands and some combat cantrips that you'd normally use, instead of the free cards (or just to finish this thing) you put the counters on it and BAM, mass card advantage. Roughly 4 mana to draw a net 4.
And yeah... nooo idea why this is white. I could see it as a blue-white multicolor card, but white really never directly draws cards. Weird.
4/5.