Discarding your hand and drawing seven is only
good if you've got nothing good, or out of
cards. If you've got anything decent in your
hand, you probably don't want to Miracle this
out. On the other hand, if you've run out of
gas, this is probably the best topdeck you could
ask for. A monored deck probably would like
this, especially if it's a fairly fast deck that
plays out its hand quickly. Other colors have
better means to draw cards, so decks like Izzet
Aggro can probably do better.
Giving your opponent a new hand is also an
issue. You can't predict how good their hand is
compared to the one they will draw, so don't
worry about that. You can, however, count how
many cards they have in their hand before you
cast this. Obviously you want your hand to
increase in size by more than their's does, but
because you know the Reforge is coming, and can
play the cards you draw before they can, you can
accept it if they have a card or two fewer than
you do when casting this.
I love, love, love the concept for this card. It
may have Avacyn's name in the flavor text, but
its lineage goes all the way back to the myth of
Prometheus via our own Wheel of Fortune, and in
most situations, the two Magic cards are almost
interchangeable. You rarely cast Wheel of
Fortune on turn three anyway, and the only issue
would be if you wanted to cast more spells in
the same turn. That, however, is a minor issue,
and not just because of the possibility of using
the miracle cost - it almost always seems that
opponents never want the Promethean moment to
come as much as the caster does, no matter what
else is happening in a game.
Today's card of the day is Reforge the Soul
which is a Red five mana, or two with Miracle,
that has each player discard their hand and draw
seven cards. There will always be times
where effects like Wheel of Fortune are useful,
particularly in decks that play through their
hands early like Red burn. In those the
Miracle is very effective as it can be followed
by more burn and a better chance of winning the
race. In more strategic designs the
Miracle can be poorly timed for available cards
in hand or of course benefit the opponent,
barring effects that punish them or help you
when they draw cards. Overall this is a
solid card that has and will continue to see
high level play, but not something to be just
added to any deck without careful consideration.
In Limited this is a risky card that is nearly
as likely to benefit the opponent as it will
benefit you as any cards in their hand are
likely to be unplayable or highly situational.
With few effects available to capitalize on the
draw or discard this is more of a topdeck roll
of the dice to try to salvage a poor situation
or set up a final offensive. If the
opponent gets a turn after using it the chances
of Reforge helping them more increases
dramatically. A possible first pick in
Booster and inclusion in Sealed if it can be
supported by a supply of low cost burn, removal,
or Haste creatures.