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Revoke Existence

Limited environments generally care a lot about removal. Anything that kills or removes a creature from a situation, like yesterday’s Arrest, helps makes your game go smoother: you can get damage in, stop incoming sources of damage, or remove a source of frustration or disadvantage. Removal is “pretty good.”

Some environments shift the focus of removal in different directions and Scars of Mirrodin is one of those environments. Loaded with artifacts makes something usually unexciting into a heroic option, like Shatter or today’s card: Revoke Existence.

Revoke Existence, Common from Scars of Mirrodin

Revoke Existence is a very nice option for Scars of Mirrodin Limited. Shutting down any artifact recursion, answering even indestructible artifacts, and one of the few enchantment removal options available give this card some surprising flexibility. I know I felt it’s keen precision when I had a Myr Galvanizer and Myr Resevoir going in one game.

Most pauper cubes, however, are not filled with artifacts. Rancor is the only truly recurring enchantment. As much as I really like to exile things rather than destroy them, since it usually stops all recursion cold, there simply aren’t enough targets to keep Revoke Existence as flexible as it lives natively.

But for those who ply their cube with sufficient targets however…

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  1. Sanders
    September 28, 2010 at 8:53 PM

    I thought you were going over the cards of every color that were going to make it into your cube??? No green or red cards are making it from Scars?

    • September 28, 2010 at 9:30 PM

      There may be one red card. I’ll cover it tomorrow.

      As for green you just made me realize I didn’t actually talk about Withstand Death. Looks like Thursday is covered too.

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