I'm new to mtg salvation, I have been reading the forums for some time now but have only just signed up. Anyway me and my friend have been trying to find the most unplayable cards ever, and have ended up making a bit a game out of it. Basically one person comes up with a card that is completely unplayable and the other proves him wrong by making a deck around it. For example one of the cards i was given was Break Open. To which I pointed out Unstable Hulk, Bazaar Traderand Brandcombo. Give them a face down Unstable Hulk, flip it over so they miss their next turn and take it back as an 8/8, give it haste to be really mean some thing like mass hysteria. Now if you wanted to play all of that i one turn you're looking at 9 mana to hit them with an 8/8 and make them skip their next turn.
Put a few Weaver of Liesand Isecron Scepter'sin there to go infinite.
So anyway I would like to know what cards you believe to be the worst or most unplayable in MTG and see if we can find a way to make them work.
>Zaineph<
See bolded text above. If you just want to vote on what card you think is the worst, please do so on one of the several threads dedicated to that topic in Opinions & Polls. -extremeicon
Trick to this though is that sometimes a card looks pointless when it's out and brand new... but then something happens later that makes it completely playable in older formats. Hive Mind, Warp World, and Vesuva come to mind.
But yeah, One With Nothing is basically the worst... Mudhole is pretty funny too. Of course now in the days of Dredge decks and Life From The Loam... it's not so horrible.
The standard crew of worst cards ever always seem to include the aforementioned Sorrow's Path and One With Nothing alongside Great Wall and Divine Intervention. My pick is Divine Intervention since it's eight mana and two turns to not win the game. It's sole purpose is to make sure you don't win. Even with Opalescence you can't kill your opponent before DI prevents you from winning.
This topic has come up a few times before and I believe previous winners were Sorrow's Path, Wood Elemental, and Great Wall. My vote is Great Wall because it is possible to make the other two cards playable.
One with nothing could be great for a madness deck if done correctly. Every card has a function and a use that can make it strong (barring vanilla limited fodder) it is up to you, the player to find the card interactions that break the card.
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The Sorrows Parh deck is simple, I have two ways to win in my deck. First, I use Donate to ship it at my opponent, then tap it via Icy manipulator. Second, I play a bunch of en-Kor creatures from Stronghold and redirect the mountain of damage to a stuffy doll.
First you could choose to use things like Rune-Tail, Kitsune Ascendant to prevent the damage but then you are just working around the card and not really embracing it. I would rather use the damage for something useful say tamanoa and sanguine bond (i know it's four colours but who hasn't played WUBURG once in a while). The other choice i would say is simply vigor, maybe play it with lightmine field as well so that everytime to attack you creatures pumped instead of being dealt damage.
Now someone mentioned madnes regarding this card, which i like the idea of however it's important to note hellbent as well attack with two gobhobbler rats with an Anthem of Rakdos on the field wait until somebody doesn't block and you play OWN (haha check out the appriviation) and you deal them 20 damage.
Also One with Nothing = Turn 1 Threshold (if you don't go first)
Now I'm going by the errated version her which lets you sacrfice forest to pump wood elemental. I think the first card that spring to mind is Crucible of Worlds. Combine that with fastbond and Grazing Gladehart and you have infinite life and Wood elemental can be as big as you like.
I'm not gonna lie I'm having a bit of trouble with Great Wall and Divine Intervention, but keep posting ideas of any cards you would like to see work or if you have any other solutions then please post them as well.
Sorry just realised the errated version for Wood elemental I was looking at was false. Anyway you can still use crucible of worlds and fastbond with any number of landfall effects and keep flashing Wood Elemental in and out of play to keep triggering them.
I don't see how Vizzerdrix could be considered useless, since it does a fine job attacking, blocking, as Fling or Momentous Fall fodder, and so on.
Some simple creatures, like Chimney Imp, are notoriously overpriced; but considering it's blue 6U for a vanilla 6/6 is almost cheap. (Please don't compare the poor thing with newer broken cards like Frost Titan.)
Great Wall is almost impossible to break. As a hoser, it hoses something so incredibly rare and useless (no landwalkers have really been constructed viable because of their ability) you can't even make it do anything. It pales in comparison to the rest of its cycle, edging out swampwalk because you don't want Sheoldred, Whispering One to beat you faster. Or maybe you do, but eh.
You could make it change colour using Mindbend but unfortunately that means you're using two cards that you could better spend by casting Lightmine Field for lack of a better option, or even Ghostly Prison. These sorts of hosers just don't work. Giving them landwalk just to take it away? Kidding, right?
Sorrow's Path isn't the worst card ever by a long shot.
I have a fun deck built around it. It's actually not all that bad even. I call it Laser Shark. It's kind of a local joke.
See the trick is that Sorrow's Path triggers whenever it's tapped, not just when you use it. So I built around that. It's actually fairly pimped out too.
Snowfall just sticks around so you can pay for itself and the Glare does pretty much nothing except a little info, too bad the opponent gets to do it to you also.
I'm not gonna lie I'm having a bit of trouble with Great Wall and Divine Intervention, but keep posting ideas of any cards you would like to see work or if you have any other solutions then please post them as well.
Divine Intervention plays well with counter-manipulation effects to act as an emergency stop button. Get it out alongside a source of proliferate (Contagion Clasp) so it doesn't run itself out, then add a Vampire Hexmage and you can end the game at will (barring instant-speed enchantment removal.) Throw in some way to cheat out enchantments like Academy Rector and this could actually happen in a realistic game.
This would make for an interesting political tool in multiplayer.
So many bad cards! I'll throw another out there - Razor Boomerang. This card is terrible. I challenge somebody to break that one.
This has already been broken. I can't claim credit for this one, but here you go.
Quote from ICEFANG13 (on Gatherer) »
I have 3 Etherium Sculptors 2 Auriok Steelshapers and a Battered Golem on the field I play razor boomerang for 0 (making Battered Golem untap if he is tapped) equip for 0 and use razor boomerang repeat for unlimited damage.
(The above can also be done with one Puresteel Paladin instead of the Auriok Steelshapers and you even get an arbitrary amount of card draw on top of it.)
Melting though... I got nothing. Random answer cards to things that aren't played much outside their sets will tend to do that. See also Trapfinder's Trick.
So many bad cards! I'll throw another out there - Razor Boomerang. This card is terrible. I challenge somebody to break that one.
Easy, you have 3 doubling season in play and cast Sprout Swarm with buyback getting 8 tokens, tap 5 of them for it again. Do that until you got 100000 tokens. Now, 3/8th of them will be untapped. Now, cast Razor Boomerang. Now Activate your Tezzeret the Seeker's ultimate turning it into a 5/5 razor boomerang.
Cast Mirrorweave on razor boomerang. You now have 100000 razor bomerangs. Now throw em all at your opponent. The chance of having a paper cut is aprox 1/258. So with 1000000 Razor Boomerangs you'll have 1000000/258 cuts about, or: 38759.7 cuts. Or 38760 to keep it easy.
Now, an average human has 5.6 L of blood. Lets say each papercut makes you lose .5 milliliters of blood, you have made him lose 19380(!) milliliters, or 19.38L! Thats enough to kill your opponent 3 times.
Which is like, 60 damage or something. With Razor Boomerangs.
The funny thing to note about Great Wall is that at the time there was only one creature in all of Magic that actually had plainswalk. Perhaps if it has been Forest walk or Swampwalk it would have been slightly more useful.
Actually, making it Forestwalk could have been a semi combo with Erhnam Djinn.
I'm new to mtg salvation, I have been reading the forums for some time now but have only just signed up. Anyway me and my friend have been trying to find the most unplayable cards ever, and have ended up making a bit a game out of it. Basically one person comes up with a card that is completely unplayable and the other proves him wrong by making a deck around it. For example one of the cards i was given was Break Open. To which I pointed out Unstable Hulk, Bazaar Traderand Brandcombo. Give them a face down Unstable Hulk, flip it over so they miss their next turn and take it back as an 8/8, give it haste to be really mean some thing like mass hysteria. Now if you wanted to play all of that i one turn you're looking at 9 mana to hit them with an 8/8 and make them skip their next turn.
Put a few Weaver of Liesand Isecron Scepter'sin there to go infinite.
So anyway I would like to know what cards you believe to be the worst or most unplayable in MTG and see if we can find a way to make them work.
>Zaineph<
See bolded text above. If you just want to vote on what card you think is the worst, please do so on one of the several threads dedicated to that topic in Opinions & Polls. -extremeicon
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But yeah, One With Nothing is basically the worst... Mudhole is pretty funny too. Of course now in the days of Dredge decks and Life From The Loam... it's not so horrible.
I think I remember seeing a "un-Power 9" article somewhere? EDIT - found it!
http://forums.mtgsalvation.com/showthread.php?t=351529
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One with nothing could be great for a madness deck if done correctly. Every card has a function and a use that can make it strong (barring vanilla limited fodder) it is up to you, the player to find the card interactions that break the card.
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Sorrow's Path
First you could choose to use things like Rune-Tail, Kitsune Ascendant to prevent the damage but then you are just working around the card and not really embracing it. I would rather use the damage for something useful say tamanoa and sanguine bond (i know it's four colours but who hasn't played WUBURG once in a while). The other choice i would say is simply vigor, maybe play it with lightmine field as well so that everytime to attack you creatures pumped instead of being dealt damage.
One with Nothing
Now someone mentioned madnes regarding this card, which i like the idea of however it's important to note hellbent as well attack with two gobhobbler rats with an Anthem of Rakdos on the field wait until somebody doesn't block and you play OWN (haha check out the appriviation) and you deal them 20 damage.
Also One with Nothing = Turn 1 Threshold (if you don't go first)
Wood Elemental
Now I'm going by the errated version her which lets you sacrfice forest to pump wood elemental. I think the first card that spring to mind is Crucible of Worlds. Combine that with fastbond and Grazing Gladehart and you have infinite life and Wood elemental can be as big as you like.
I'm not gonna lie I'm having a bit of trouble with Great Wall and Divine Intervention, but keep posting ideas of any cards you would like to see work or if you have any other solutions then please post them as well.
>Zaineph<
Nope, One with Nothing is a good card.
Legacy Dredge shows how good it really is.
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I don't see how Vizzerdrix could be considered useless, since it does a fine job attacking, blocking, as Fling or Momentous Fall fodder, and so on.
Some simple creatures, like Chimney Imp, are notoriously overpriced; but considering it's blue 6U for a vanilla 6/6 is almost cheap. (Please don't compare the poor thing with newer broken cards like Frost Titan.)
Sorrow's Path
Lifted from the Gatherer comments: Tamanoa. Many cards reward death, for example Fresh Meat, Enduring Renewal and Perilous Myr.
I would add Sands of Time to actually tap the damn thing.
You could make it change colour using Mindbend but unfortunately that means you're using two cards that you could better spend by casting Lightmine Field for lack of a better option, or even Ghostly Prison. These sorts of hosers just don't work. Giving them landwalk just to take it away? Kidding, right?
I have a fun deck built around it. It's actually not all that bad even. I call it Laser Shark. It's kind of a local joke.
See the trick is that Sorrow's Path triggers whenever it's tapped, not just when you use it. So I built around that. It's actually fairly pimped out too.
Personally, I think the worst card ever has to go to Snowfall or Tahngarth's Glare
Snowfall just sticks around so you can pay for itself and the Glare does pretty much nothing except a little info, too bad the opponent gets to do it to you also.
<----Patiently waits for Balance to be legal in Legacy.
Divine Intervention plays well with counter-manipulation effects to act as an emergency stop button. Get it out alongside a source of proliferate (Contagion Clasp) so it doesn't run itself out, then add a Vampire Hexmage and you can end the game at will (barring instant-speed enchantment removal.) Throw in some way to cheat out enchantments like Academy Rector and this could actually happen in a realistic game.
This would make for an interesting political tool in multiplayer.
You're at 1 life, there's a 1/1 on board that's about to kill you, but you kill it with the Boomerang?
Yeah, it's terrible limited removal, but it's far from the worst card ever.
Has anymore brought up Melting yet?
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This has already been broken. I can't claim credit for this one, but here you go.
(The above can also be done with one Puresteel Paladin instead of the Auriok Steelshapers and you even get an arbitrary amount of card draw on top of it.)
Also, Leveler already had a use in Shared Fate decks.
Melting though... I got nothing. Random answer cards to things that aren't played much outside their sets will tend to do that. See also Trapfinder's Trick.
Edit:
It doesn't even do that. The lands are still named "Snow-Covered Whatever" even if they lose the Snow supertype.
Easy, you have 3 doubling season in play and cast Sprout Swarm with buyback getting 8 tokens, tap 5 of them for it again. Do that until you got 100000 tokens. Now, 3/8th of them will be untapped. Now, cast Razor Boomerang. Now Activate your Tezzeret the Seeker's ultimate turning it into a 5/5 razor boomerang.
Cast Mirrorweave on razor boomerang. You now have 100000 razor bomerangs. Now throw em all at your opponent. The chance of having a paper cut is aprox 1/258. So with 1000000 Razor Boomerangs you'll have 1000000/258 cuts about, or: 38759.7 cuts. Or 38760 to keep it easy.
Now, an average human has 5.6 L of blood. Lets say each papercut makes you lose .5 milliliters of blood, you have made him lose 19380(!) milliliters, or 19.38L! Thats enough to kill your opponent 3 times.
Which is like, 60 damage or something. With Razor Boomerangs.
What is that island in the top R/H corner of this image? (next to Giant Shark)
Isn't that an Arabian Nights island (that doesn't actually exist in the real world)?
Edit: never mind..
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Actually, making it Forestwalk could have been a semi combo with Erhnam Djinn.