Magic the Gathering Card Analysis Argivian Find

There is one major weakness behind many good combo decks and that is that even if they are fast enough to be competitive they are reliant on having multiple permanents in play at the same time. This is dangerous because you can never be certain when your opponent will have a disenchant. And with only four of each card in your deck if one of them is removed you may not draw the second in time.

One way to help to skew the odds a bit more in favor of your combo deck is to be able to return those cards from your graveyard to your hand. There are a few of these cards, but the less the cost the more valuable they are and among the least expensive of these is Argivian find.

Argivian Find is an uncommon instant from the weatherlight expansion set of magic the gathering. It costs one white mana to play and the effect reads “Return target artifact or enchantment card from your graveyard to your hand.”

This is of course far more limited than cards like regrow that simply lets you take any card from your graveyard to your hand, but the less it costs the more likely you are to be able to play that card immediately. Also it is worth noting that this does not say non creature artifacts so any creature artifact is fair game. This is also true of artifact lands(of which I believe all have been banned) and modern colored artifacts. This can lead to a card that in the right deck is nearly as good as a regrow.

All of that said if you do not have a considerable number of artifacts and enchantments in your deck this card is of little or no value. The reason for this is simply that if you do not have an enchantment or artifact in your graveyard you are gaining nothing from this card. It is also weakened in some ways by opponents who do not play with enough enchantment or artifact removal to effect your game play. One way for this to be less problematic is to play with artifacts or enchantments which die because of things that you do. This could work well for example in a deck that was build around hatching plans, in which you remove your own enchantment to draw three cards then use this to put that enchantment back into your hand so you can use it again.