A simple sideboard staple. Might be worth
maindecking in Theros Limited, given how many
creatures it removes (and it can save you from
randomly losing a game you could've won if your
opponent hadn't dropped a Theros God) but in any
other format it's strictly sideboard. Cards like
this need to exist, but they aren't exciting,
and there isn't a lot to say about them.
This was a really good card in Scars of Mirrodin,
and also a really good card in Venser vs. Koth.
It's a really good card yet again here in Born
of the Gods. I remember people who literally
cried when Disenchant was not included in the
Eighth Edition, but now this is basically a
complete upgrade - sorcery speed is not much of
a tradeoff for making something gone where not
even Hades can find it. I'm not sure why it's
only been reprinted in sets full of obvious
targets that can't be dealt with any other way,
because that puts a lot of people off playing
with a variety of cool cards, but mechanically
it's an absolutely amazing card.
Today's card of the day is Revoke Existence
which is a two mana White sorcery that exiles
target artifact or enchantment. This is a
very powerful removal spell as it shares targets
with the classic Disenchant, but exiles instead
of destroys at the expense of not being an
instant.
The trade off is reasonable and the loss of
speed should have minimal impact in most
situations while exiling is almost always a
benefit.
This will be a popular sidedeck choice across
formats and may see maindeck use depending on
the metagame.
In Limited this is a clear choice for second or
third pick in Booster after a White rare and
well worth hate drafting in a weak pack or if it
has remained past the first picks. This is
one of the best cards in the block as a low cost
remove from game effect that is easily splashed
and works on many targets thanks to the
enchantment theme. Any Sealed build should
strongly consider working this in as it will
have targets and can remove most of the format's
biggest threats from the game.
This is the right time to be playing cards
like this. With Journey Into Nyx coming out
soon, there are going to be more enchantments
floating around than we've seen in a long time.
Revoke Existence can get rid of any of them -
even gods - never to return. The only downside
is the sorcery speed, but most of the time that
shouldn't be too much of a problem.
Current standard format is where this is
going to see the most play because of all the
enchantment creatures. It's almost like a 2-mana
Murder in white. It's not very exciting in
casual, but is certainly an option if your
friend is playing a lot of targets. The current
limited environment makes this card a solid
player as well for the same reason it's good in
constructed. The sorcery speed hurts a little
more in multiplayer.
Revoke Existence is both an easy and difficult
card to review. It's easy because it's simply
and straightforward. Is there an artifact or
enchantment that's bothering you? Well for 2
mana, it's gone forever. Done and done. It's
difficult because its usefulness depends
entirely on the metagame, as well as your local
playgroup. I mean, you'd have to wait for a
block with a major heavy enchantment theme that
drastically increases the number of enchantments
out there OH WAIT.
So let's go over all the fine points, shall we?
2 mana casting cost. That's very good. Only one
of them white. Splashable, as well as cheap.
Sorcery. Boo. I suppose making it an instant
would be a little too much to ask, as it would
become strictly better than Naturalize,
Disenchant, and pretty much every other
enchantment/artifact destruction out there. And
of course, exile instead of destroy. Beautiful.
No graveyard shenanigans, no coming back
somehow. When it's gone, it's gone.
How good, then, is it? Well it gives you answers
for things that are hard to find answers for.
The indestructible Gods. Bestowed enchantment
creatures. Those fancy legendary enchantment
artifacts. Plus I recall an entire block full of
artifacts not too far into the past.
Being a sorcery is one thing that might give
someone pause from including this in the most
aggressive top-tier decks, where tempo is so
important especially in the early game. But in
limited, you'll want to run this. In casual, it
depends on what your friends are running, but
you likely know someone with annoying artifacts
or enchantments you won't mind seeing disappear.
Multiplayer only increases the chances of
someone playing an artifact or enchantment you
could target for removal, maybe making some
allies as well as enemies in the process. It's
really really good at what it does. The only
danger is the slight chance your opponent might
not be running many artifacts or enchantments.
But I don't think Xenagos with be reveling very
much when he's told his right to exist has been
revoked.