Wizard’s Spellbook – D&D: Adventures in the Forgotten Realms
Date Reviewed: September 1, 2021
Commander [EDH]: 3.88
Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.
Wizard’s Spellbook has a pretty high floor, as you might hope for something that’s a late-game card in the majority of formats. You’ll always get the card back, and indeed you have about a 50% chance of getting it for a cost that might be a massive discount; having said that, the degree to which that matters will be dependent on your deck’s composition. A deck with mostly spells that benefit significantly from the discount will feel bad about half the time, and a deck with mostly spells that don’t is probably faster than the Spellbook suggests. It’s still an effective and flavorful twist on recurring spells, with a “critical hit” option that makes for great stories.
Just don’t use it on Warp World – you might get kicked out of your playgroup!
Wizard’s Spellbook is an interesting little trinket, giving you the ability to take spells for yourself and recast ones you’ve already cast. While how you can cast the spell is up in the air as the book starts to work its magic, the upside is potentially pretty brutal; a 50% chance of being able to just cast the spell for one mana makes this a nice way to turn around a potential disadvantage. The main downside here is that the Spellbook is seven mana and needs a good amount of set-up to pan out; it thankfully doesn’t rely on opponents to fire, but you need to put in the work to make this work, and it’s slightly better than a coin flip odds in terms of getting the discounted spell (either as the 10-19 result or the 20, which can well be a blowout). It’s fun, but I doubt it’ll make waves.
Constructed: 2 (too expensive, and too much set-up needed to make this work)
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