This is one of the best acceleration engines
I've seen in a while. Not only does it let you
double the rate at which you're allowed to play
lands, but if the top card of your library is a
land, you can play it right off the top,
effectively letting you thin your deck of lands.
The only issue I have with it is that you don't
have a land on top, and you've already played
all the lands in your hand, well, it doesn't do
anything for you except tell you what card
you're about to draw. For that reason, it's best
utilized in conjunction with tutor effects like,
yes, you guessed it, the fetchlands. Anything
that draws you cards, or fiddles with the top of
your deck-- Gift of the Gargantuan?-- will
enhance this as well. Just take care it doesn't
draw too many kill spells.... unless you have a
creature you'd like to draw them away from.
After all, with all those lands you'll be
playing, you must have had something big to
cast, right?
He has seen the future, and it involves lush
Forests, sweeping Plains, tranquil Islands,
fertile Swamps, and majestic Mountains. This is
almost the perfect card for the Zendikar block,
and it interacts fantastically with everything
from Plated Geopede to Scry.
Plus, between this, Future Sight and Magus of
the Future, and Crown of Convergence, the theme
deck almost builds itself. Almost.
Today's card of the day is Oracle of Mul Daya a
good support card for landfall and overall
acceleration, but at four mana it requires a
fairly dedicated deck to maximize the benefit.
Standard elf mana sources, anything that
increases your draw power, or something that
allows you to change the top card of your
library when it isn't a land can all enhance the
Oracle's advantage.
In Constructed and Multiplayer this card doesn't
quite have the power to make a big impact, it
may appear in some new elfball design, but at
four mana with only added lands for speed I
don't see it becoming a headliner.
For Casual I can picture a few more decks trying
to field the Oracle, but the effect of only
playing a single additional land each turn
limits the potential for any major combo.
With Limited this is a good choice, four mana
for a 2/2 isn't the best by a longshot, but
playing extra lands in a Landfall based
environment is powerful and Green is already a
good choice for mana fixing in many decks.
Probably a first pick in Booster as it is a
rare, but a removal is likely a better overall
choice as it helps in more situations. In Sealed
this should be played in any deck with some
Green as it can add some speed and is still
attached to a creature.