Far Sight
Card Text
Draw a card. That card costs (3) less.
Flavor Text
Drek'thar can't see, but he can see. You know what I mean? It's ok if you don't.
Card Sounds
Draw a card. That card costs (3) less.
Drek'thar can't see, but he can see. You know what I mean? It's ok if you don't.
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I think it's meant for slow, control and combo-oriented decks.
I'm in love with this card. Might not hold up in competetive play but it helps me alot in many games depending on how you make your deck. An earth elemental that costs 2 isn't too bad for example. Especially not with an ancestral spirit in hand.
Malygos liked this card :)
Free dust
this is an underrated card. it cycles a card and gives an (uncontrollable) innervate effect. compare it to mana tide which is a card that dies about 90% of the time the turn after you play it, you are basically doing the same thing. the design of the card is in line with other random effects in the game. if you hit something like al'akir or fire ele with it, or even just a combo card, it is good.
I think Shaman could use this card if there were more high cost Shaman cards. As it is now, a Shaman deck can have 12+ class cards and most of them are low cost with overload. Another option would be to add text that says that overload would also be reduced!
Yeah. except if you draw an Earth Shock, and then you just turned a 1 mana Earth shock into a 3 mana Earthshock.. That's why the card is weak to all but fringe decks.
I think this card needs a buff. An idea would be "Draw a card. Then choose a card in your hand. That card cost 3 mana less". That would must better suit its purpose preparing for some future move, at the cost of not doing something immediately proactive for 3 mana. If that sounds too powerful, you have room to reduce its mana discounting to 2, or even increase its cost to 4.
I gather that most of you know that far sight works like a reverse overload mechanism, think about it, another hidden plus is that it lets you turn any card into a reverse overload card. Its not a great card in aggro, because you lost the initial turn which you cast the spell on, but you'll benefit in mid-late game, when you can pull off combos like rockbiting Al'Akir in turn 6, or 8/8 sea giant in turn 4 with a totem and 2 creatures on the table.
It's a good draw card for the Shaman. Creatures that synchronize well in Shaman decks are high budget. Its a great follow up card after the turn you played an overload. It would be an awesome follow up with a huge Leroy combo.
It seems like a coin flip to me and do we really want an epic card that gives us a coin flip?
If you happen to have a deck with a lot of 6+ cards then yeah. But for the rest of us humans that do not have every card in the deck...
On the opening draw I hope for 1-2 cost cards. When that fails then I hope for a good mulligan. When that fails I hope my opponents draw sucks too.
I hope my opponent does not have a spell to kill my coined 3/2 Raptor on his turn two.
IMO there are enough coin flips in this game and there are ones that offer much better benefits if we win said coin flip.
This one seems too much risk for too little reward.
@Winterfang
Totally untrue. It's power directly scales with the power of the rest of your deck. It's as good (or as bad) as your deck, no more, no less.
Specifically if you assume that more than half your deck is >= 3 mana (Do you really have over half your deck filled with 1 and 2 drops?) then at worst farsight probably has about 70% chance of cantripping for free (this effectively shrinks your deck and makes you more likely to get to the good stuff). At best it reduces the cost of something important allowing for earlier plays or more interesting combos, in essence saving 3 mana so it can be used on another turn.
Yes there are other epics that are better for certain decks, but the power of this comes in it's versatility. It's good in literally any shaman deck that doesn't suck, and if you have 2 of them you should always put them in.
Most useless card ever.
At best, it give you no benefits whatsoever at the cost of wasting a card space or two in your deck, at worse you actually LOSE mana if the card you draw has a cost of 2 or less.
That's not exactly true. For example, if you play this on turn 3 and hit a card that costs 7, you will be able to play that card on turn 4. This could be a significant advantage. That being said, I believe you're mostly right, it seems fairly weak in general and especially for an epic spell.
Without a way to put a 7 mana card directly on top of your deck, I wouldn't use this card.
Dr. Balanced at 4 mana.