Two zombies , two necromancers , a queen , an artificer , an immortal giant , a mysterious wizard , and a necklace walk into a thanksgiving . At least 3 of them are from Alara , so they ' ll have something to talk about . <| sep |> Is the cake chocolate ? Any other graham element ? Looks delicious ! <| sep |> I like the idea , and it ' s making me think of lots of similar mechanics , so good work ! It doesn ' t feel clear that you can cast them for 0 , but the fact that you can makes a lot of these act like Pacts in a lot of ways . Any removal , such as Crumble Away , would be exceptionally strong because it ' s still available when you ' re tapped out , and you can pay it off in the next turn . Unlike the Pacts , you don ' t lose the game if you screw up , and you can spread the mana out even more . The name also feels a bit iffy . Getting the whole effect upfront doesn ' t feel like meditation . That ' s mostly personal feelings , but you could go an a thesaurus crawl if you want . The cards themselvesDedicated Research feels risky on first glance . It ' s instant , and has a lot in common with Think Twice You can hold up a counter , and if you don ' t use it , cast Dedicated Research for two or three in the end step , then in your turn , drop a land , pass , and have enough mana to finish Dedicated Research and cast a counterspell . It seems like a really strong control draw card though I ' d advocate playtesting . Depending on the environment it could be reasonable , I ' d probably initially cost it at 3 UU . It ' s also worth noting that you can hold up mana as a threat of activating an ability e . g . Celestial Colonnade , and spend it in your opponent ' s end step on a Meditating spell . Crumble Away is an exceptionally good utility answer , useful to all sorts of decks , but especially aggro and tempo in eternal formats . You can cast it for zero mana . This means that , like Force of Will , it can answer turnoneontheplay instant win combos , except without any card disadvantage . The double green certainly could make things awkward , but any deck that can reasonably scrounge that up without casting spells anything that runs a reasonable number of lands has a place for this in the mainboard or the sideboard . I ' d expect to see it in Legacy in its current form . In a prospective standard , it solidly counters any artifact or enchantmentbased combo deck . I ' d probably first cost it at 1 GG , to keep it from being so freely usable , especially early on , but it may work at 2 G instead again , that decision would require playtesting . I can see what you ' re doing with Nature ' s Guidance , but that the card works fine as a strong value accelerator without the Meditation ability . You can just cast it for UUUG , draw three cards , and drop a land , or for UUGG as a double . Meditation just lets you use it as a poor , expensive Explore , or as a wonky Divination variant . The mana you pay later won ' t give you more effects , so it ' ll usually make more sense to cast it for full or nearfull cost . For this much to be notable about these cards really shows that the designs are interesting and pretty close to what I ' d expect from Wizards . Keep up the good work