MTG: Top 20 Cards From Visions
Taking a look at the best cards from Visions!
Visions was an interesting set that was part of the Mirage block. It had a lot of cards that worked specifically against certain colors. There were also tons and tons of cards with phasing. Phasing is nonexistant today, but it was quite prevalent at the time. Phasing doesn’t appear (much) on this list, but this list does have the twenty best cards from Visions. Let’s take a look!
#20 Phyrexian Marauder

Here’s an interesting card and the potential father to Shifting Wall. This card is a lot less useful than Shifting Wall because it ties up your mana if you want to use it. However, it can be useful and does play an important part in several combos. A good combo card, but I have never seen it used outside of a combo.
#19 Eye Of Singularity

The card Leyline Of Singularity was based on, this card makes it so there can only be ONE!… of each permanent in play. It’s pretty cool and you can build a deck around it. However, it is a strange card, and can backfire. I like to use two or three Soul Warden cards, but this would restrict me to only being able to use one. Not a sacrfice I’m very willing to make. Like I said, a great card and it can be the core card in a deck, but not something you can use willy-nilly.
#18 Rowen

This card does one good thing and one bad thing. The bad thing is that your opponent will see the first card you draw on your turn. You won’t be able to surprise them as well. However, the good thing about this card is you can get two cards during your turn instead of one! Also, if you do get the second card, your opponent doesn’t get to see that one. It’s a very cool card but one you have to decide about. Is it worth revealing the first card? I’d say yes, but I bet there’s at least one person who wouldn’t want that. I say the card advantage is worth it though.
#17 Death Watch

This is a card you slap on a creature you’re about to shoot with a kill spell to hurt your opponent and help yourself. Also, this card is good for those cards that require sacrificing themselves to activate an ability. This means that your opponent will think twice about whether or not it’s really worth losing life (and giving you some too!) for the card’s effect.
#16 Phyrexian Walker

I’ll say it again, cards with a mana cost of zero are cool. They are free cards! This one is a nice blocker. I’d use it over Wall Of Steel. It’s another card that is used in combos, but it has a strong presence outside of them as well. It stands out in this set and can you believe it’s a common?
#15 Pillar Tombs Of Aku

Force everyone to sacrifice a creature on their upkeep or lose five life and destroy this card. Nice options. Many decks revolve around sending your creatures to the graveyard and then bringing them back at the end of the turn. This card is great for that sort of thing. It’s a weird rare and the illustration makes it seem like it would be better, but I’m not too dissatisfied with its powers.
#14 Necromancy

Take a creature from the graveyard and then put it into play under your control with this card enchanting it. If you lose this card, you lose the creature too. That’s about it. It’s great to kidnap something from your opponent’s graveyard. Cards like this are always fun, though this one stood out to me. Maybe it’s the name or maybe this card is that good, but whatever the case this card got my attention.
#13 City Of Solitude

This card makes it impossible to have your spells countered (on your turn). It makes you safe on your turn in other words. Though, it does affect every player, meaning that each player becoems safe on their turn. This is a good card for those really creature heavy decks that don’t use a lot of instants (on your opponent’s turns) and has great flavor. It’s also very playable with such a low mana cost.
#12 Equipose

This is the only card on the list that makes any mention of phasing. It’s very interesting. It basically says that every other turn you and your opponent will have an equal number of artifacts, creatures, and lands. It’s like a temporary Balance. It’s very easy to play and gives you the edge on your turn to attack, as well as have a better chance of playing spells without things being countered.
#11 Dream Tides

Now here’s a card I love. I don’t love it because it’s over the top amazing or anything like that. I love it because it’s an example of a useful card that still has some color specific wording. Most of the time MTG makes cards like this that would read, “Green Creatures Don’t Untap”. This would mean that the card would have very limited use. However, this way the card is still extremely useful against green, though it works when it isn’t facing green as well. That means that this card won’t be thrown away after a draft like so many other cards that target only one color specifically. It is a great card, though what it represents is much more important.
#10 Relentless Assault

This card first appeared in this set and would be reprinted many times afterward. It gives you an extra attack phase and allows your creatures to attack twice. It’s very powerful and works great with goblins or in any red swarming deck. It’s a great card and helped strengthen the idea of red being a combative color. Many red cards would follow that did similar things, though this (if I’m not mistaken), is the orginating card.
#9 Tithe

Here’s a nice card to grab mana with. It’s really for monowhite decks only, but could be used outside of one. This card should always be used to grab two lands though. That’s its purpose and using it for less doesn’t make much sense. It’s just a way to get two mana for the price of one! Of course, it doesn’t go into play, but into your hand. This isn’t a problem, though it would be a better card if the land went into play.
#8 Goblin Recruiter

This is a famous card for goblin fans. This card allows you to search your library for any number of goblin cards and then arrange thme in any order on the top of your library. This card became even more powerful when tribal cards were created because you could grab something like Tarfire with this card too. It’s incredibly powerful and can be a game winning card (or rather it allows you to win the game).
#7 Anvil Of Bogardan

This card gives everyone an extra card during their draw phase, but also forces them to discard one card a turn during their draw phase. Also, this card makes players skip their discard phase. If you use this in a blue deck you could very easily draw a huge hand and be able to hold onto it without much trouble. This card works well just to accelerate the game, but in a deck that focuses on drawing cards this card would be king.
#6 Helm Of Awakening

This card works for everyone, which is kind of bad. However, the fact that it reduces the cost of all spells by one is very powrful. You could easily use this in a deck to take control of the game. If you’re using this card then you know what you’re doing. You can use this card in a deck to quickly outplay your opponent.
#5 Undiscovered Paradise

This card allows you to have one mana of any color, although it returns to your hand during your untap phase. It’s a good card that you can use when you really need mana of a certain color. I reccomend it for spectrum decks, though there are better cards that do similar things. It’s just quick mana of any color when you need it. It’s not meant to be a permanent source of mana. It’s a card that you use when you need the mana quickly and without any trouble. Also, it has a cool illustration.
#4 Gossamer Chains

This card can be the most annoying thing for an attacking player. I imagine that these cards were drafted like crazy. This card can successfully stop any creature your opponent attacks with. You don’t have to waste a blocker, just return this card to your hand! It’s cool because you can play it again and again and again. I use two in a deck and they work like a charm.
#3 Squandered Resources

This is a great card. It allows you to get double the mana you normally would have (if you want to sacrifice all your lands). You can do an all out assault with by using this card and playing everything you’ve got. It’s a very cool card. It enables you to have a lot more mana to work with, even though there’s such a high cost.
#2 Vampiric Tutor

This card is one of the best tutors around. It allows you to take any card and put it on top of your library at the cost of two life. This card can grab any card on the list and put it right on top of your deck! That’s really all it does, but it doesn’t take a MTG pro to tell you that’s a valuable ability.
#1 Natural Order

Wow! This card is amazing! I was really bummed out because I thought I had one, only to find I had Primal Order. I remembered the wrong order… Anyway, this card allows you to grab any green creature at the cost of another. This means you could pull out a Progenitus for a Llanowar Elves! Being able to do something like that is incredible and decks are built around cards like these. It’s an amazing card and is the best card from Visions.
Thanks for reading!
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Rob, posted this comment on Sep 23rd, 2009
Really!?!?! I read a few of your lists, and was mildly offended, but this is appalling!!! Half of these cards are obsolete (City of Solitude… meet Teferi), and others are just awful (Rowen?). Granted, Vampiric Tutor and Natural Order are great cards, but they need other cards to be good. You’ve managed to leave off the single best card in visions… Crypt Rats. Maybe you’ve never seen them played properly, but the Rats win games all by themselves, and are far and away the best card in Visions.