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CardName: Ancestor's Boon Cost: {4}{R}{R} Type: Enchantment Pow/Tgh: / Rules Text: At the beginning of each phase during your turn target opponent chooses one: • Add {R}{R}{R}{R} to Ancestor's Boon controller's mana pool. • Ancestor's Boon's controller exiles the top card of his or her library. Until end of turn Ancestor's Boon's controller may play that card. Flavour Text: Set/Rarity: Okundwa Mythic |
Code: MR01 History: [-] Add your comments: |
May as well bin the drawback. Not very mythic, and it doesn't even make very much difference (anyone sensible will normally give you the mana rather than the cards).
I was worried about this. I'm wondering if increasing the amount of mana added might make the card more threatening. At two you might get a Searing Spear but if it was


there should be the potential for a lot more decision on the part of opponent (am I saying they get to cast something for free/reduced vs. giving them card advantage).
The drawback is a holdover from a different concept that mutated into this. I left it on the card because I guess that reducing your own handsize would be a red thing.
Hm, come to think of it the card draw also really isn't red. The Outpost Siege ability (Khans) would be better.
That, and:



Enchantment
At the beginning of your upkeep, draw a card.
Isn't even that great a spell, and also not mythic. I know Red shouldn't get card draw on par with Mind Unbound (Okay, okay. I know it shouldn't get card draw. Bear with me.) But the card shouldn't be multitude degrees weaker. And if it's breaking the color pie and mythic, then it should break the color pie fantastically.
Fair enough on the card draw. The exile with the potential to play-until-end-of turn route is best.
This is effect occurs at each phase though, so we're seeing it five times during your turn (although adding mana will probably always be chosen during the end phase).
Yeah, the five times a turn factor definitely punches this up to mythic.