I guess it could be good in the late game, if
you topdeck a land, you can pay 2 to get a new
topdeck. Otherwise I gotta compare this to lands
that enter the battlefield tapped-- with this
out, if you want to draw a card, not only does
your land come down tapped, you have to tap
another land-- or tap two other lands if you
want this land to come into play untapped, or if
it comes down tapped because of its own ability.
And with so many ETB tapped lands in Zendikar
block, I've got a funny feeling that this just
takes up too much mana to be good. You won't
have any left to cast the card you draw! And I'm
usually in favor of drawing extra cards!
I have to confess something: I have always
had a soft spot for cards that allow white or
red decks to draw cards. Yes, even Fool's Tome.
I can't promise you this card is competitive
material; I can't promise you there's a cool
combo deck in there somewhere. But I can't
promise you it's not, either: if it sticks, in
the right deck, you have an excellent chance to
get an extra card every turn, and Pithing Needle
has nothing to say about it.
Magic The Gathering
Card of the day: Seers Sundial
Welcome back
readers today’s card of the day is Seers sundial
an interesting artifact from Worldwake. It
grants you the ability to pay two whenever you
play a land card to draw a card. Drawing cards
for what you normally do in the course of the
game is once again a powerful ability. The mana
investment is often times too much for some
decks not utilizing the most powerful landfall
color green.For costing four mana by the time it hits
the board players are reasonably far into the
game and a possible extra cards after you have
developed your board position, often times it
could be too expensive to make a difference
before the game is over. In standard this
doesn’t fit many deck archetypes besides
landfall variants that can afford to dump extra
mana into drawing cards. In extended and eternal
formats this card won’t see play ever barring an
unforeseeable ridiculous combo. In casual and
multiplayer this card can create a ton of
advantage and most kitchen table games can go a
slower pace to allow you to accumulate advantage
over the course of the game. In limited unless
you have a way to accelerate into a lot of lands
and focus your deck around land drop. Overall an
interesting artifact that may not have a huge
impact on formats but gives players an
interesting card to utilize.
Today's card of the day is Seer's Sundial which
can grant some extra draw power, but on a very
limited scale and attached to a mana cost.
Possibly playable in a Green deck as one of the
few available options to get extra cards, but
otherwise a bit too high in mana cost and
maintenance to effectively use.
For Constructed, Casual, and Multiplayer this
isn't really a bad card, just not strong enough
to really merit being played. Four mana to play,
two to use for each land, and even just
requiring a land drop is a bit too much for what
you get.
With Limited despite the focus on Landfall
this is a weak card to take up a rare slot and
not something I'd take as a first pick without
carefully looking over the remainder of the
pack. Depending on your mana curve this can be
somewhat useful once you have enough lands in
play, but your goal is to topdeck lands and
still have enough mana to play whatever spell is
picked up next. Draw power is almost always a
good thing, but don't expect to get much from
this card in most situations. Unfortunately this
artifact falls into the kind of gray area where
it can be run in any deck, but may not carry the
weight needed. If you are close on cards this
can be safely added or cut to make the number
forty without too much angst over the decision.