The player of this event can choose one of the following 3 effects: a) Draw 2 cards. (Helpful) b) Look at all hands and discard 1 card from each (even his own). (Harmful) c) All players may unraze one realm, then this player can unraze another of his choosing, but only if everyone unrazes a realm. (Helpful)
Copyrights:
TSR
Wizards of the Coast
What makes good Spellfire cards is either extreme power or versatility, and this card definitely is versatile. However, this card trades away a lot of it's power to have that versatility. So lets look at each of those three powers.
Power A lets you draw two cards, but that only gives you one card in terms of card advantage (you drew this card, meaning the first card you draw is just a replacement for putting this card in your deck). Only one card in advantage is not usually worth it, especially compared to other card drawing events.
Power B lets you look at every hand and discard one from each. This is very similar to the card Discovery of Spellfire (401/3rd), but not as good, as it forces you to discard a card even from your own hand. So playing this card looses two cards in card advantage (Cheat!!! and the card you discard from yourself). This can be lessened by using this card only when it is your last card in your hand, but that's not that often. To balance the card lose, you need to discard two opponents cards. However, in a three or more player game, this splits even, as even if someone negates it with a Calm (400/1st) or Delsenora (10/1st-chase), it still is a card from advantage, so usually you'll get this back (plus, if someone negates it completely with a Limited Wish (43/FR) or Intercession (48/RR), you don't lose card advantage to that player as you lose one card (Cheat!!) and they lose one (the counter)).
Finally, power C can be useful, but usually works like Safe Harbor (107/3rd). Usually, one only carries realm rebuilders to win the game, and this card could allow a tie by allowing multiple players gets to 6 at the same time. The addition of a second realm could be useful, but only when each other player has a razed realm to unraze, and if every player decides to take advantage of the power (since it is optional).
Overall, this card is the watered down version of other events with many options. You will see it in many tournament decks, as versatility is a prime thing experienced card players look for. However, I personally think this card gives up all power for that versatility, and while it'll never be a completely dead card in your hand, it won't be the power card to save your butt in a game.