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CardName: Gift of Knowledge Cost: 3uu Type: Enchantment Pow/Tgh: / Rules Text: Cumulative upkeep - Draw a card. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) If you would draw a card, instead each player draws a card. Flavour Text: Set/Rarity: Infinite Potential Well None

Gift of Knowledge
{3}{u}{u}
 
Enchantment
Cumulative upkeep – Draw a card. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
If you would draw a card, instead each player draws a card.
Updated on 1 May 2019 by dude1818

History: [-]

2019-04-24 13:44:20: dude1818 created and commented on the card Gift of Knowledge
2019-04-25 21:57:38: dude1818 edited Gift of Knowledge

Gibber.

Every player draws a card, 2 cards, 3 cards, 4 cards...
And then they draw another card in your normal draw phase.

And then you're probably running Howling Mine and cantrips, and that's more cards for everyone.

It's just scary in its scope for making multiplayer games very ridiculous very quickly.

Mm. But for one more mana, you could just play Mind Unbound. So, yes, ridiculous. But probably fair.

I'd say compared to Mind Unbound the drawback is a little harsh. Except you probably adapt to the drawback and use it as a win-condition. And at least Gift of Knowledge doesn't mill you out.

Oh sure, I have no problem with it existing. Cost seems fine; though it might be more fun if it could come into play a bit sooner, it's certainly can't be much cheaper. And as a political card, it's great.

I just have to say "Wow, this is bonkers." a lot. This could easily be a signature mythic.

And I would certainly love to see the deck that uses this to mill out everyone in multiplayer.

I like this cycle. I also don't like this cycle. It's a weird situation to be in.

Mostly, I find it odd that a blue enchantment would discourage you from putting any other cards that draw cards in your deck, since you could accidentally let your opponent gain bonus cards with some poor timing. The white enchantment discourages you from playing life gain, for the same reason. Etc., etc.. And there's no real reason why Gift of Knowledge couldn't just say "Cumulative upkeep - Each player draws a card." You know... short of some really wild Johnny decks.

But I'm also one of those wild Johnnys, so here I am.

They're all meant to encourage you to break the symmetry. The white one pairs nicely with Tainted Remedy, this one with Nekusar, etc. If you're playing them like that, then it's worth running more cards that also have the same effect.

True enough. Inner Johhny approves. But inner Melvin is intensifying.

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