Wood Elves and Primeval Titan are examples of creatures that put multiple permanents into play by tutoring lands directly to the battlefield. Many planeswalkers are permanents that can make one (or more) tokens each turn. While Tireless Tracker is one of the best examples, there are plenty of other permanents that can put multiple permanents into play. Even without any extra help, this should give us 10 permanents on the battlefield when Glimpse of Tomorrow comes off of suspend on our next upkeep, which means that as long as we're playing some big finishers in our deck, we're likely to shuffle into at least a couple of them in our top 10 cards and put them directly into play. On Turn 4, we can play another fetch land to make two more Clues. On Turn 3, we play Tireless Tracker and a fetch land, which can make two Clue tokens with Tireless Trackers pseudo-landfall trigger. On Turn 2, we suspend Glimpse of Tomorrow. Let's say that we're playing a Glimpse of Tomorrow deck. The easiest way to power up the card is to play permanents that put multiple permanents onto the battlefield. So, what do you do with Glimpse of Tomorrow? My guess is the same thing that you do with Warp World, which is a card we've played a few times in the past to spectacular results. While we obviously don't have the ability to play with Glimpse of Tomorrow itself yet, if you want an idea of what the effect can do check out the Warp World / The Great Aurora deck we played on Against the Odds a few weeks ago. Apart from not wrecking the opponent, Glimpse of Tomorrow is very close to a word-for-word reprint of Warp World (there is a slight difference in when enchantments come into play, but it's unlikely this will matter in practice). We shuffle all of our permanents into our library and then reveal that many cards from our library and put any number of permanents into play. Once Glimpse of Tomorrow resolves, we get what is essentially a Warp World that doesn't hit our opponents and only impacts our permanents. This means that, if played fairly, you can suspend Glimpse of Tomorrow on Turn 2 and cast it on Turn 5.
Glimpse of Tomorrow itself costs two red mana to suspend and takes three turns to come off suspension. Instead, like other cards without a mana cost, the fair way to play them is to suspend them for a certain amount of mana and turns and then reap their benefits once they come off of suspend.
Having no mana symbol means that you literally cannot cast the card. Take a look at Glimpse of Tomorrow!Īs you can see, Glimpse of Tomorrow has no mana cost, something we've seen a handful of times in the past, primarily in a cycle of very playable cards in Time Spiral that included Restore Balance, Living End, Ancestral Vision, and the banned-in-Modern Hypergenesis, but also with Crashing Footfalls in the original Modern Horizons.
Today, thanks to Wizards, I get to show you a spicy new Modern Horizons 2 rare that mashes together two of my favorite cards in Restore Balance and Warp World. It's-by far-the set I'm most excited about this year, despite the fact that there are a ton of interesting sets on. The first Modern Horizons became one of my all-time favorite sets after it unleashed a ton of sweet decks into my favorite format, and Modern Horizons 2 promises to do the same. I've been counting down the days until Modern Horizons 2 spoiler season.