1 Terisian Mindbreaker
I suspect that when we play with the card, well find that our initial impression missed most of the cards power, which is hidden in that single word (plus a number) ability
This likely means what it almost always means, right
If an opponent only has two prizes, players use Briar to "lock in" a win and then finish things off using Charizard ex
Youll get value out of this red creature no matter what you get, making it less risky than a typical impulsive draw
A bold claim, I know, but lets take a moment to compare Deep Gnome Terramancer to most of whites other mana ramp spells: You dont need to be behind your opponents in land count to trigger this ability There arent any extra mana costs you have to pay for this mana ramp effect (and unlike treasure generators, this ramp is also more permanent) Deep Gnome Terramancer only costs 2 mana, putting it on par with the rate found on many of greens best ramp spells Like Natures Lore and Three Visits, you can fetch nonbasic Plains cards like Jetmirs Garden The condition for this cards effect happens all the time in Commander, and can be found on cards in most decks of any power level your opponents are playing even precons