But it was convenient that "end the turn" gives this spell an air of finality while providing some interesting utility on a wrath, stifling abilities that trigger when creatures die)
Its pretty common to play this on turn three before you play your land for the turn to ensure it works, and it can contribute a fair bit of damage in the early turns, too
Good enough to just play on its own for the card draw (its basically a blue Elvish Visionary), its obviously not quite as good as a Commander without some setup to take advantage of the draw-two abilitybut that setup isnt all that difficult
Outlaws of Thunder Junction This set rolls off the tongue and makes you want to quote Clint Eastwood and John Wayne, even if the Outlaws of Thunder Junction packs focus on villains
1 land card (replaced by traditional foil land in 20% of boosters)
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