Offler
02-25-2011, 07:21 AM
When i came upon this card it gave me some inspiration. Most Type 2 players and drafters automatically marked this card as useless tutor. Well as HL/EDH player i have of course completely different view on the card.
1. "An opponent may put it onto your hand, if no one does..."
Lets stop right where we are. Any opponent may do so. Consider that in multiplayer situation with co-players.
2. You exile card or your card gets countered.
First mistake which has been done is that everyone automatically expects this card to be tutor. Its not. Thats only half of the card. I dont believe there is better or worse side of this card. If you wish to draw three cards or get single card you must be sure that one specific card is worth as three random cards. If the tutored card is worth more than these 3 random cards you are doing it wrong.
The play of this card is much more tricky as for Gifts ungiven/Intuition. People realized that they can offer to opponent card which they require in grave for reanimating, or choose cards with same or similar effects. Cards like Recall, Recollect easily fixed possible situation when player dont get what he wants.
Distant memories can have similar picks, but you have to remember, that the point of card is not to search and play cards.
3. Obvious and not obvious picks
Lets say we have just cast Distant memories. And we have to pick something.
Obvious
Train of Thoughts - ok, you have 4 mana. if you keep the card you can draw 2 cards in next turn, or draw 3 cards right now.
Keep the card: I would cast it in later game, possibly burn infinite mana. Cards with replicate are hard to counter.
Draw 3 cards: Ok, no problem
Its obvious that I wanted to draw cards. 3 Now, or infinite later. Each pick will do what i want, the difference is just that first pick wil help me in later game, second pick will help me in next turn.
Basic land, Ravnica Bounceland - you have manascrew?
Keep the card: Ok, my color/mana is fixed for the next play
Draw 3 cards: There is a chance that you will not draw a land card
Lands cannot be countered... Its obvious that the pick was chosen to draw another cards or provide additional mana. Again cards which may improve your tempo. If such action will provoke opponent to destroy that land in attempt to cause manascrew it could be something you can expect.
Banefire - how much mana you have?
Keep the card: Ok, but you are risking being burned by card which cannot be countered
Draw 3 cards: Well i play red deck with blue splash. Aint it as evil as Browbeat?
Again card hard to counter, however in deck which counts with this card you can get X damage or 3 cards which may cause more destruction as the single Banefire. The opponent will most like decide on fact how much mana you currently have.
Not so obvious
Wind Zendikon - What?
Keep the card: I am not scared of attacking 2/2 flyier
Draw 3 cards: I know your combo...
There is a combo in blue when you can enchant a land which can produce 2 mana per tap (one of which is blue) and later being enchanted with Freed from the real which allows it to untap for 1 blue mana. As a result there is infinite mana. Depending on situation if the player knows your tactics you have to decide if you expect to get the card because the player is unaware of your combo its OK, also he knows your combos well he might let you draw. If so you can use this pick for drawing, or if he give you the card you might be able to use it as decoy or if you are able to control your opponent you maybe cast the Zendikon successfully.
Emrakul/progenitus - You are giving me possibility to exile it?
Keep the card: there is still possibility to cast it fast, lets say with Show and Tell
Draw 3 card: This is what I expected, at all casting them is too hard.
this depends on intent of the caster if he wish to play such card, or rather draw. It depends much on what cards you currently have on hand and if opponent knows what you are playing.
4. Impossible picks
Any tutor. This is something that will surely damage your tempo and play.
The card say that you have to pay four mana, exile card now and draw, or sacrifice it later as decoy. When it comes to manacost 2uu its certain it reflects both Concentrate and Diabolic tutor. I dont like the discussion about "instants vs sorceries" or about mana cost. Any comparation with broken cards (such as Gifts ungiven) is just not equal.
1. "An opponent may put it onto your hand, if no one does..."
Lets stop right where we are. Any opponent may do so. Consider that in multiplayer situation with co-players.
2. You exile card or your card gets countered.
First mistake which has been done is that everyone automatically expects this card to be tutor. Its not. Thats only half of the card. I dont believe there is better or worse side of this card. If you wish to draw three cards or get single card you must be sure that one specific card is worth as three random cards. If the tutored card is worth more than these 3 random cards you are doing it wrong.
The play of this card is much more tricky as for Gifts ungiven/Intuition. People realized that they can offer to opponent card which they require in grave for reanimating, or choose cards with same or similar effects. Cards like Recall, Recollect easily fixed possible situation when player dont get what he wants.
Distant memories can have similar picks, but you have to remember, that the point of card is not to search and play cards.
3. Obvious and not obvious picks
Lets say we have just cast Distant memories. And we have to pick something.
Obvious
Train of Thoughts - ok, you have 4 mana. if you keep the card you can draw 2 cards in next turn, or draw 3 cards right now.
Keep the card: I would cast it in later game, possibly burn infinite mana. Cards with replicate are hard to counter.
Draw 3 cards: Ok, no problem
Its obvious that I wanted to draw cards. 3 Now, or infinite later. Each pick will do what i want, the difference is just that first pick wil help me in later game, second pick will help me in next turn.
Basic land, Ravnica Bounceland - you have manascrew?
Keep the card: Ok, my color/mana is fixed for the next play
Draw 3 cards: There is a chance that you will not draw a land card
Lands cannot be countered... Its obvious that the pick was chosen to draw another cards or provide additional mana. Again cards which may improve your tempo. If such action will provoke opponent to destroy that land in attempt to cause manascrew it could be something you can expect.
Banefire - how much mana you have?
Keep the card: Ok, but you are risking being burned by card which cannot be countered
Draw 3 cards: Well i play red deck with blue splash. Aint it as evil as Browbeat?
Again card hard to counter, however in deck which counts with this card you can get X damage or 3 cards which may cause more destruction as the single Banefire. The opponent will most like decide on fact how much mana you currently have.
Not so obvious
Wind Zendikon - What?
Keep the card: I am not scared of attacking 2/2 flyier
Draw 3 cards: I know your combo...
There is a combo in blue when you can enchant a land which can produce 2 mana per tap (one of which is blue) and later being enchanted with Freed from the real which allows it to untap for 1 blue mana. As a result there is infinite mana. Depending on situation if the player knows your tactics you have to decide if you expect to get the card because the player is unaware of your combo its OK, also he knows your combos well he might let you draw. If so you can use this pick for drawing, or if he give you the card you might be able to use it as decoy or if you are able to control your opponent you maybe cast the Zendikon successfully.
Emrakul/progenitus - You are giving me possibility to exile it?
Keep the card: there is still possibility to cast it fast, lets say with Show and Tell
Draw 3 card: This is what I expected, at all casting them is too hard.
this depends on intent of the caster if he wish to play such card, or rather draw. It depends much on what cards you currently have on hand and if opponent knows what you are playing.
4. Impossible picks
Any tutor. This is something that will surely damage your tempo and play.
The card say that you have to pay four mana, exile card now and draw, or sacrifice it later as decoy. When it comes to manacost 2uu its certain it reflects both Concentrate and Diabolic tutor. I dont like the discussion about "instants vs sorceries" or about mana cost. Any comparation with broken cards (such as Gifts ungiven) is just not equal.