I don't necessarily love the Sorcery speed of it, it gives your opponent a chance to tutor up any sort of interaction they think is most likely to stop us, and they get it before we get ours unless you have a cantrip to follow up with.
Do you remove some number of Kor for this? Do you run 2? 4? Kor is an engine that doubles as a super potent Aura enabler if it isn't dealt with; this draws cards, but otherwise just sits on the side. If we take out Auras to make room for this, I can see it, but this is basically an engine that requires two other pieces (a creature in a creature-light deck as well as Auras to place on it) as opposed to Kor, which only needs a stream of Auras to work. I'm not saying it's a terrible card, I just don't think it's a straight upgrade to Kor.
This deck folds to hate so much already, I'm not sure a T2 play that doesn't get to swing for 7+ the next turn while restocking the hand is enough. Unless the deck wants to take a different route and become less blisteringly fast and take a more grindy, enchantress-type view, where our threats are difficult to deal with, and we counteract the inherent 2/3/4-for-one weakness of Auras by having most of them cantrip for us, with this card and Kor.
In that case yeah it works, but it's just an on-board trick at that point. If the opponent is smart they wait until you've activated the ability, and then while it's on the stack they Ghost Quarter it to either force you to waste another mana to activate again or lose the land. I'm not saying Giver is bad, I'm saying you can't expect an opponent to take that line (GQ into onboard protection) unless they are blind.
Forerunner wasn't technically infinite because eventually it killed itself with the Pestilence activations. The biggest barrier to Raptor/Poly is it requires three cards and 1 of them is 7 mana after the Raptor reduction.
That only works if they wait to Ghost Quarter until after the animation ability has resolved, which is weak play, as that makes Inky able to be protected with BD or Vines.
Any love for Force of Vigor instead of Nature's Claim? Or is the downside of throwing away a pump spell greater than needing to pay mana? I feel like needing the threshold of pump spells makes it inferior, but not sure if anyone's tested.
Really interested in the GW lists, as well. Not sure if losing an unblockable threat is a great trade-off, but Giver seems sweet.
Could be interesting, it does remove the Hexproof from the land, though,
so you become vulnerable to GQ and Field.Edit: wait, I was thinking Blood Sun only hit a named land. It turns off the destruction abilities of every land, as well. This could be cool.
This deck folds to hate so much already, I'm not sure a T2 play that doesn't get to swing for 7+ the next turn while restocking the hand is enough. Unless the deck wants to take a different route and become less blisteringly fast and take a more grindy, enchantress-type view, where our threats are difficult to deal with, and we counteract the inherent 2/3/4-for-one weakness of Auras by having most of them cantrip for us, with this card and Kor.
If you cast this during an End Phase, the effect lasts until the next End Phase, so you can cast it before you turn.
It occurs 3 times. Both this and Panharminicon allow it to trigger an additional time, for a total of 3 triggers.
Really interested in the GW lists, as well. Not sure if losing an unblockable threat is a great trade-off, but Giver seems sweet.