This will be a major setback for your opponent,
especially in Limited where Auras and +1/+1
counters are so common. Likely less so in
Constructed, where you'd probably rather just
run Aetherize or Supreme Verdict, but if you can
follow it up with a Thoughtseize it may be worth
the extra mana. Mainly you'll be using it to
clear the board so you can attack with impuntiy,
and you mainly do that in Limited, so it's...
mainly a Limited card.
This is, in the abstract, certainly a powerful
enough effect for almost any deck. In practice,
high-level constructed play tends to favor
cheaper bounce spells, the easier to counter
spells or play other cards in the same turn.
Still, you always have to respect something that
can selectively clear one side of the table, and
scry is one of the most powerful effects any
card can have.
Welcome back readers todays card of the day is
Sea Gods Revenge a powerful game changing draft
card. In standard and other competitive formats
this card is much too expensive and not worthy
of slots in decks when more powerful multiple
permanent bounce spells do exist and the scry is
minimal. In casual and multiplayer it is sorcery
speed bounce which is not the greatest although
you can specifically target certain problematic
creatures while leaving other ones alone and the
scry is not irrelevant. In limited this is a
nuclear bomb, drastically changing your
opponent’s board and often allowing you to swing
for the win and is easily splashable with one
blue cost. Overall a powerful draft card and one
that has casual implications as well.
Today's card of the day is Sea God's Revenge
which is a six mana Blue sorcery that returns up
to three target creatures your opponents control
to the hands of their owners and you Scry 1. The
cost is a little high and other options exist,
such as Cyclonic Rift which is one mana more and
an instant in addition to being far more
powerful and versatile.
Even though this is a temporary three for one
with Scry it is unlikely to see much play in any
format as either lower cost or stronger cards
fulfill the roll better.
In Limited this is a dramatic shift to the
battlefield and will win some games,
particularly in stalemate scenarios where an
alpha strike can be used to follow it up. The
single Blue allows it to be easily splashed,
though as a somewhat situational play that
heavily benefits from a crowded battlefield it
is not a first pick in Booster and is better as
a second or third pick at most. More permanent
forms of removal and big threats are more
important than a high cost bounce, even with
multiple targets. In Sealed there is little
reason aside from maintaining a low mana curve
not to include this if running Blue as a splash
or more as even in the worst case scenarios it
can stall or clear the way for an attack.
Sea God's Revenge is a card that is going to be
hard for me to review, because I cannot think of
any situations where I would be using this card.
I’m being honest. It would be stretch for me to
use this card in a draft. I should explain why.
First, Sea God's Revenge is a Sorcery. Second,
it is for six mana and it only targets up to 3
creatures. If the Scry 1 ability was for 3 then
that would at least make this spell a little
better. Sea God's Revenge sounds really wicked
and destructive, but it is more like a fat guy
farting in the pool. This card is nothing more
than a decent draft removal card.