AKA, effect is strong, but very dependent on your opponent's deck and the sequence of their draws. But not so strong that it should be 6 aether to play and 3 aether for ability. That would make it unplayable. Some decks are liable to be owned by this, namely decks using shards.
Wait wut? AMG! A card that counters shards! I thought that's what everyone wanted?
Yes, you are dependent on your opponents draw, but your opponent is also dependent on that very same draw. And you get his cards before him. He's about to get Steal or Pulvy? You get that before him and just steal back or destroy Pulvy before he manages to use it.
Also, this card is NOT a counter to Shards. This card just makes you have more shards than your opponent. You didnt counter healing, you just made yourself heal for insane amounts.
So far, the only games I lost with this deck, were the ones that managed to steal Mind Gate with Steal being in starting hand, so this card basically lost to... this card. I would imagine that Explosions heavy deck could also beat it, but didnt fight such deck yet.
Maybe its too soon to judge, I only played few hours last night with the card, but I dont see many counters to this card combined with decent stall. I would like to see Mind Gates put into stasis for a turn or two after the use, and check out how would that work.
That goes too far. I'd rather just increase the ability cost to two upped.
I ask you, what deck were you using? I want to try it. And fighting top 50 isn't a good judge, since it's all rainbows really. I can make lots of decks that don't lose against top 50. So far, you can't judge a card based on how it operates in game since you're missing the one aspect where all the balancing should be focused on. It needs to be mostly theoretical.
And Mind Gate is equal in power to hourglass. Both grant you another card. Mind Gate has the advantage of you precoging your opponent's next card, and with more than one can get you guaranteed more copies of one card. On the other token, mind gate doesn't let you decide what your next card will be and is entirely dependent on what your opponent's deck is and sometimes getting the same card is a bad thing.
The fact that your opponent has such a large card advantage to start with is hard to overcome. Granted, you have your own cards too, but since your deck is focused on mind gate, it won't be as good at the start. Say your opponent gets a 7 card hand, and you play a mind gate on turn two. By then they have an 8 card advantage. For 2 more turns it goes like that until you play a second mind gate. For two turns after that, you deplete the card advantage they have by 1 per turn when you play a third mind gate. At which point it goes down by two per turn until you've neutralized their card advantage.
So it takes 9 turns to deplete the card advantage of their deck, and that's assuming you've drawn 3 mind gates by the time there's 18 cards left, which isn't likely.
As to it not countering decks with shards, shard decks lose to it because they rely on stalling, right? Well if it relies on stalling then you can wait those 9 turns it needs to take away that card advantage. And then you start being able to play their deck better than they can, making you the winnrar. Not to mention those shards DO let you have more healing, which is in effect a counter. If I have 10 shards and you have 4, I'm fairly certain I have the advantage.