Divine Offering's biggest advantage over Solemn
Offering or Revoke Existence is its instant
speed. Blowing up an artifact isnt' just a kill
spell, it's also a combat trick! Destroy an
Equipment and block the newly-naked attacker,
deny your opponent Metalcraft to handle his
Rusted Relic or Spiraling Duelist, or even just
kill an artifact creature. The life gain is
icing on the cake.
Divine Offering's biggest weakness compared to
Solemn Offering or Revoke Existence is that it
can't hit enchantments. Enchantments are out
there, and if you need one spell on your
sideboard for artifacts and one for
enchantments, you're going to struggle if you
face a player who uses both.
This card brings back a lot of happy memories
for me. Back in the days of Mirage (the set that
had this card's previous most recent version -
also illustrated by Terese Nielsen, oddly
enough), this was one of the cards I put in
decks most often. Then, of course, there wasn't
any equipment or the like to target, but it was
unequivocally the card you most wanted to have
in your hand when someone cast Clockwork Beast
or Teeka's Dragon. It couldn't have picked a
better time to return, either. The only strike
against it is, perhaps, that it doesn't work so
well against Wurmcoil Engine. But that's a small
price to pay for a card that so often acts as
removal, tempo, insult, and injury all at the
same time.
Today's card of the day is Divine Offering
which is a two mana version of Shatter in White
that also gains life equal to the destroyed
target's converted mana cost. This is a
really impressive card that should at least see
a great deal of play in sidedecks and may get
maindecked depending on the local metagames.
Overall a great source of removal, but unless
you play Liquimetal Coating as support isn't
completely guaranteed to have a target against
every opponent.
For Limited you know your opponent will have a
target and there is absolutely no reason not to
run this card if you have any intention of
playing White in your deck. This is one of
the strongest commons in the block as low cost
removal and the life gain is just an added
bonus. In a dire situation it can be used
on your own artifact for the life points, but
otherwise you do get a one for one and the gain
of life. A card often worth splashing in
Sealed and a common that can be picked as early
as second in Booster depending on the pack and
multiples are strongly encouraged. If
Indestructible and Infect weren't keywords in
the set this would be an even bigger factor to
any game, but there are ways of working around
the advantages it would usually offer.
Welcome to another card of
the day here at Pojo.com. Today we are taking a
look at Divine Offering form Mirrodin Besieged.
Divine Offering is a one white and one generic
instant that destroys target artifact and you
gain life equal to its casting cost. In standard
this is definitely one useful card, since a
majority of decks have some form of artifact in
it.
Whether or not you use it on your opponents stuff, or even if
you target your own stuff, it is a good card for
some life gain in a pinch, or to take something
of your opponents out, while getting some extra
benefit yourself. But, in my opinion, unless
your opponent is running some scary artifact
based deck, you may find this card more useful
against yourself. How you may ask, simple, I
will reply. There are some extremely good
artifacts in standard that benefit you when it
comes into play, and when it leaves play. For
instance, Ichor Wellspring. When it comes into
play, draw a card, when it leaves play, draw a
card. You may as well help it leave play, draw a
card AND gain some life. Another easy combo is
using it with Spine of Ish Sah. Spine of Ish Sah
destroys a permanent when it comes into play,
and if it would go into a graveyard from the
battlefield, return it to your hand. I think it
is a no brainer that you would want to blow a
permanent up, and then return it to your hand,
gain seven life, and be able to cast it again.