This is a good example of typical "trap" mechanics found in the current game.

Once setup, there's very little you can do about this card, outside direct

planeswalker destruction. Needless to say, it packs incredibly powerful effects. What

I don't like about that, if it weren't obvious to you, is that it DEMANDS that I'm

both using planeswalker destruction in my deck (which is very restricted), and

that I happen to draw it at the right time. Most likely, I would always try to keep

cards that destroy planeswalkers on the sideboard. So, given that, the first game

might be lost, if the opponent draws his Garruk. Then, I might switch in my

Bedevil, or the like. This gives me a fighting chance, but any sane person would

realize that the effect is random. I don't want randomized victory, I want the best

player to be able to prove his valor. This is not a keeper. Everything that it does

is positive for the holding player - They don't need to make any sort of strategic

decision to make it benefit them. I want new cards to be designed that require

the player to think through situations, and overcome things in a real way. Just

giving players cards that constantly lay down unbeatable powers is ridiculous -

Whenever you give a player something with a lot of power, it MUST have an

appropriate cost, or downside. Without that, the game has no integrity, and can't

be taken seriously. Certainly not the professional sport that it touts itself to be.
Throne of Eldraine
ELD Multi