Reforge the Soul
Reforge the Soul

Reforge the Soul – Innistrad Remastered

Date Reviewed:  January 31, 2025

Ratings:
Constructed: 3.5
Casual: 4.25
Limited: 3.63
Multiplayer: 3.75
Commander [EDH]: 4

Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.

Reviews Below: 



David
Fanany
Player
since
1995
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Miracle cards illustrate something very important to remember about Magic cards: nobody can force you to play with the card in any particular way. This is true if you want to design a cube where Nessian Courser is a dominant powerhouse, and this is true of mechanics like miracle and their history in constructed tournaments. In many of the mechanic’s limited outings, there were few ways to stack the top of your deck, and getting the massive discounts was something close to a miracle. In constructed, everyone immediately picked up all the cards like Ponder and Sensei’s Divining Top so that they could cast miracles only for their discounted costs, including sometimes during other players’ turns. There are some that are more obviously devastating in this manner than Reforge the Soul, but you underestimate this card at your peril. For one thing, it is capable of giving its caster a new hand whenever they want, and of giving their opponents new hands when they don’t want one – sometimes both at the same time. Don’t forget that it’s the “old-school” Wheel of Fortune variant where you always get seven cards no matter how many you discarded, or that cards like Underworld Dreams or the humble Oneirophage become downright lethal when it appears. It disrupts games in more ways than one – not just the aforementioned new hand, but any time people play against your casual deck in the future, they’re going to be expecting it to hit them out of nowhere, and maybe leave openings for you.

Constructed: 3.5
Casual: 4.5
Limited: 3.5
Multiplayer: 4
Commander [EDH]: 4


 James H. 

  

As I mentioned before, miracle is a pretty wildly polarizing mechanic, though it did allow for homages to old cards from the past that can’t be properly reprinted. Hence a miracle version of Wheel of Fortune, with the twist that this is slightly better if you cast it for its miracle cost (and much worse if you don’t). Reforge the Soul isn’t stone-cold uncastable at five mana, but it definitely falls off hard compared to its heights of two mana. This looks better if you have a way to more reliably proc it for miracle, which means Reforge the Soul has had a bit of presence in Legacy, a format with more ways to ensure that you can cast it when you need to.

Wheel effects are definitely a bit of a double-edged sword; being able to refresh your hand is great, and it’s very efficacious in a color notorious for running out of gas, but you also give an opponent a fresh hand. That said, you know the effect is more likely, and you can prepare for it better. This is not the tool for every deck; it’s clunky if you don’t cast it for its miracle cost, and you really need to be able to capitalize. Still, miracle makes this a fascinating weapon in the right hands, and there can be a lot of ways to abuse what is a pretty solid Wheel effect.

Constructed: 3.5 (make sure you can make this pop when called for)
Casual: 4
Limited: 3.75 (it does have Limited outings that tend to benefit from graveyard set-up)
Multiplayer: 3.5
Commander [EDH]: 4 (draw punisher effects make this really shine)


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