In late game, mages can become really good again, particularly if they got all the Calculator's Math Skills and set it as the secondary skillset for a mage that learned most of the spells in the game (being capable of even killing every enemy in 1 turn if the conditions are right), but physical units are by no means obsolete, as Ninjas are far faster and mobile than any other human unit in the game while having the best 1-on-1 damage output of any job (being even able to break the damage cap with the Martial Arts ability), while physical units can also run Blade Grasp and minimum Faith to be near-untouchable to both physical and magic attacks (whereas mages need high Faith to be effective, in turn leaving them very vulnerable to magic themselves)
BPhillipYork: For 7 mana this doesn't seem like it does enough, the odds you have 4 creatures you really want copies of at that moment, and if the creatures are really dangerous they can choose to eat the loss rather than give it to you
The card advantage and selection this enchantment provides is no joke
But the bottom Red Cheeks is almost not noticeable at all
10/10 Illustrated by Daren Bader Standard Not Legal Alchemy Not Legal Pioneer Not Legal Historic Not Legal Modern Not Legal Brawl Not Legal Legacy Legal Comp
The 2001 reprint streamlines the attack's text in order to facilitate gameplay, which shortens it to four lines