Who says Auras generate car disadvantage? This
Aura may not have the board impact of a Rancor
or an Angelic Destiny, but it digs you deeper
into those kinds of cards.Not only does it
replace itself when you cast it, but it also
replaces its target when it dies. It doesn't
seem to "do anything" on the board, but it does
trigger Heroic (playing this on a Triton Fortune
Hunter looks pretty awesome) and it discourages
your opponent from killing a creature. Play it
on a chump blocker, and you don't feel like such
a chump anymore. Play it on a strong but fragile
attacker and swing away-- see if your opponent
feels like giving you a card as he loses a
blocker. Play it on an Aura Gnarlid or Mesa
Enchantress, or anywhere in the vicinity
thereof, for a cheap cantrip that furthers your
theme as it helps you dig for win conditions.
It wasn't long ago that Think Twice found itself
included in just about every deck under the sun.
This card bears a lot of resemblance on the
surface, but it isn't an instant, and it's
harder to control when you get the second card.
Still, with Think Twice having rotated out of
Standard, this may find its place in the sun
before long.
For some reason, this card reminded me of the
cycle of Auras from Time Spiral that keep coming
back to your hand (Undying Rage, Fool's Demise,
etc). I'm not really sure why, since they're
only very broadly similar. Drawing cards is
always good, but without some kind of additional
game text boost, Fate Foretold may find it hard
to find deck space. Still, you can think of this
as basically the Aura version of Divination,
which is unique and definitely exploitable,
especially in conjunction with something like
Kor Spiritdancer. I'd say it's worth looking
into.
Today's card of the day is Fate Foretold which
is a two mana Blue aura that has you draw a card
when it enters play and the controller of the
creature draws a card when it dies. This is a
source of card advantage that dramatically
benefits from being combined with sacrifice
effects, the Heroic keyword, and to a lesser
degree aura supported cards. By itself it is a
decent card, but will likely see play primarily
as a trigger to Heroic or Ethereal Armor which
should be a frequent element in Standard decks.
In Limited draw power and Heroic triggers are
both useful and as a low cost source of both
this belongs in any deck using Blue in Sealed.
There's no real drawback, though the benefit is
reduced somewhat when cast on a target that
isn't a major enough threat to force removal. In
Booster this is a strong on color pick later in
the pack, though is a little weak earlier unless
the pack is weak in your color or your pool is
heavily Heroic.