Six turns is a long wait in today’s game, when the ideal “turn to kill” happens long before that. Restore Balance tries to make this fairer by adding a six-turn timer for the effect going off. The spell is supposed to equalize permanents and resources so everyone has the same amount…only this only hits lands and creatures, leaving artifacts and enchantments (and planeswalkers) completely alone, which meant that Balance would allow you to unload a slew of artifacts to fuel it, before dropping this and completely nullifying your opponent’s prospective advance. Occupying space similar to yesterday’s card, Restore Balance is a redone version of Balance from the first Magic sets. but I wouldn’t necessarily recommend doing so for casual tables) If anything, it’s even better now that there are so many planeswalkers to choose from: if you had any in play before Restore Balance went off, your opponent is basically never going to be able to get rid of them.Ĭasual: 2/5 (there’s lots of ways to use it in the wide-open formats. Symmetrical effects in Magic invariably end up being anything but symmetrical, and variants on Balance are particularly guilty of this because their targets are so specific and invite deckbuilding that leaves your side full of permanents after they resolve. Like those later two, it takes longer for you to actually win the game than the black member of the cycle. None of Time Spiral‘s no-mana-cost suspend spells are exactly fair to cheat out, but Restore Balance is a little less universally-devastating than Living End, and a little less effective at card-flowing than Wheel of Fate and Ancestral Visions.
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