Here: I'm going to teach you, right now, how to appropriately assess a

card for its worth - The process is simple. I do it every time I analyze the

state of the game. With this particular card, the factors are very obvious:

Mana spent, and results granted. Ignore factors like "tapping", or "enters

tapped", because the only function this card has is (mostly) unrelated to

random encounters in the gameplay. All it does is draw you cards. What I

want to look at is Cost/Benefit. The card ends up costing you nothing but

4 generic mana, and yields you 2 cards, supposedly. What you might not

notice, is that the card ITSELF would replace one of those cards, and

you're really only getting one EXTRA card out of it. So, Cost/Benefit = (4)

mana / (1) card. Here's the problem I'm having with that: Why include such

a card in your deck? If you were potentially drawing an extra 2 or 3 cards

for the instance of this card occurring in your hand, I could see it, but only 1

extra card doesn't do much for your efficiency. Yes, it IS only a "common"

card, and we can't expect much from THEM - But, honestly, how likely are

you to use this card in a competitive, Constructed deck (or even a Limited

one?) I think the idea is fine. But, I also think that there could have been a

little bit more to it than "work out an extra card by strategically spending

extra mana". Entertain this notion: Keep the opening part the same, but

instead of paying (2) and sacrificing to draw (1), the card could add

counters to itself. Upon the 3rd payment, it is sacrificed and you draw (3).

In this scenario, the Cost/Benefit is (8) mana for (3) cards (not including

the "replacement" card). It would be especially relevant in Limited play,

because players would have a source of cards to eventually tap, while

their extra mana likely would have gone unspent. It adds efficiency to the

gameplay, making things more dynamic and interesting. With the current,

dead card that it is, it is rendered only a flimsy choice to include it in your

deck (along with all these other, such "dead-end" sort of cards). The only

real draw-back in my design would be the fact that you have to wait for the

cards, and meanwhile, your artifact would be vulnerable to destruction. But!

Notice that if you allow your opponent to target this artifact and destroy it,

you've likely used their artifact destruction "here" rather an "there", lending

you the opportunity to lay down something more potent, and evade ITS

destruction. This would be the sort of strategic dynamic that I am after. The

current game forces players to place "all their eggs in one basket" too often.

Strategically protecting your investments, while simultaneously granting

yourself a potential of access to more possibilities (or "chances"), seems

like a nice gambit to me. I'd like to try that sometime.
Zendikar Rising
ZNR Artifact