View Full Version : Cards we want to break, but know we can't
Pastorofmuppets
10-21-2009, 07:56 PM
Banishing Knack :u:
Instant
Until end of turn, target creature has "(tap):return target nonland permanent to its owner's hand"
I feel like it's so... Breakable... But I know it isn't.
Jhoira of the Githu (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=136194)
Basically, the whole Suspend crap.
Pastorofmuppets
10-21-2009, 08:07 PM
Jhoira of the Githu (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=136194)
Basically, the whole Suspend crap.
I've seen some mega-jank decks in Extended revolving around her.
Malchar
10-21-2009, 08:07 PM
Cephalid Constable
1UU
Creature — Cephalid Wizard
Whenever Cephalid Constable deals combat damage to a player, return up to that many target permanents that player controls to their owners' hands.
1/1
Pastorofmuppets
10-21-2009, 08:09 PM
Cephalid Constable
1UU
Creature — Cephalid Wizard
Whenever Cephalid Constable deals combat damage to a player, return up to that many target permanents that player controls to their owners' hands.
1/1
I remember knowing a guy for the entire time Xth Edition and Shards were in T2 who tried so hard to make an Exalted Constable deck.
Willoe
10-21-2009, 08:34 PM
Food Chain!
I hoped they printed some better Evoke creatures, but it has so far been a block-exclusive mechanic. It's a shame since Evoke and Food Chain synergize pretty well.
Pastorofmuppets
10-21-2009, 08:37 PM
Food Chain!
I hoped they printed some better Evoke creatures, but it has so far been a block-exclusive mechanic. It's a shame since Evoke and Food Chain synergize pretty well.
I heard it works really well with Mulldrifter.
SilverGreen
10-21-2009, 08:42 PM
Banishing Knack :u:
Instant
Until end of turn, target creature has "(tap):return target nonland permanent to its owner's hand"
I feel like it's so... Breakable... But I know it isn't.You may combine it with Horseshoe Crab and create an aether machine gun. It just happes it doesn't work outside of Pauper... :tongue:
There's a pair of cards I try to break since the liberation of Portal in Eternal, Nature's Lore and Three Visits. I have been trying a lot of GX midrange decks with them since it, from Rocks to Ramps, but none of them worked properly up to yesterday. But I'll not give up until I break the format and win a Legacy GP with it! :laugh:
Another card I'm trying to break (and trying... and trying...) is Doubling Season. The Johnny in me doesn't accept this card just relegated to the dealer's bins, waiting to be sold for two digits to Timmies and unwary novices. I know, it costs 5 and is shot by everything in the format, but it's so powerful and sexy for me just throw the idea away... I'm trying a build with accel., Garruk and SPIKE WEAVER, and it have been working very fine... Until my opponents figure out what to do against it. But again, I do not give up with ease!
tivadar
10-21-2009, 08:52 PM
Banishing Knack :u:
Instant
Until end of turn, target creature has "(tap):return target nonland permanent to its owner's hand"
I feel like it's so... Breakable... But I know it isn't.
I don't remember all the creatures with the untap symbol on them anymore, but would it work with one of them?
Pastorofmuppets
10-21-2009, 08:54 PM
I don't remember all the creatures with the untap symbol on them anymore, but would it work with one of them?
It would be cheaper to just use Horseshoe Crab, unless you use one of the -1/-1 counter untappers and have a method of removing those counters.
Linkin Pac
10-21-2009, 10:39 PM
Doomsday.
The card just seems so powerful, I feel something broken should have come about by now with it.
Otter
10-21-2009, 10:47 PM
Nantuko Cultivator 3G
Creature — Insect Druid
When Nantuko Cultivator enters the battlefield, you may discard any number of land cards. Put that many +1/+1 counters on Nantuko Cultivator and draw that many cards.
2 / 2
He's a bit costly and conditional, but man do I ever want to Loam up a hand of five lands and drop him.
Pastorofmuppets
10-21-2009, 11:38 PM
Doomsday.
The card just seems so powerful, I feel something broken should have come about by now with it.
Doesn't Storm use it?
santeria
10-22-2009, 01:59 AM
http://img17.imageshack.us/img17/7306/tarpanl.jpg
AngryTroll
10-22-2009, 02:07 AM
Krosan Tusker + Grim Discovery as a card advantage engine...except it costs a million.
Vendilion Clique + Spellstutter Sprite, but no Goyf
Cold-Eyed Selkie. He's good with Noble Hierarch and Pridemage, but if you go that direction, you run out of room for Selkie. He's great with Trinket Mage for a singleton Bonesplitter (which is also good on Goyfs), but then you end up running green for Goyf, and you end up cutting Selkie. I kind of want to put the previous two faeries, Trinket Mage, Selkie, a Bonesplitter and a Sword of Fire and Ice or two into a list.
Also, something with Veteran Explorer, Krosan Tusk and Grim Discovery, maybe Ob Nixilis, or Kokusho, or Oona, something big and usually too expensive to play. (Yup, I've been watching the GB Landfall thread closely). If the format's all about tempo and cards that cost one, two and maybe three, a deck that can skip to the mid or late game should be able to blow out the tempo decks. Shriekmaw's a perfect card for this...hmm.
Phoenix Ignition
10-22-2009, 02:07 AM
Bloodchief Ascension,
Spiny Starfish (Look it up :smile:)
Oh, also Bloodbraid Elf + Ancestral Visions in a deck.
Bardo
10-22-2009, 02:20 AM
Land Tax. :frown:
eq.firemind
10-22-2009, 02:55 AM
Orcish Lumberjack
Natural Balance
Also Dominus of Fealty ('cuz Yuri Prime was sooo great in Red Alert 2)!
Linkin Pac
10-22-2009, 03:02 AM
Doesn't Storm use it?
Some builds do, but Doomsday hasn't been fully exploited yet. There should be some combination of five cards that just let you win, but a reliable way has yet to be found.
Some builds do, but Doomsday hasn't been fully exploited yet. There should be some combination of five cards that just let you win, but a reliable way has yet to be found.
What do you mean by reliable? Something that evades countermagic? I'd say 2 tops, helm of awakening, brainfreeze and a draw4 is quite a reliable pile. Of course there is still the issue with available mana.
Skeggi
10-22-2009, 03:42 AM
Dreamhalls and Metalworker.
Bahamuth
10-22-2009, 04:02 AM
Some builds do, but Doomsday hasn't been fully exploited yet. There should be some combination of five cards that just let you win, but a reliable way has yet to be found.
What the hell? We have availabiliy to a million different Doomsday piles, which all work in different situations with different amount of cards in hand, mana an cantrips available. There are piles that win for you by just casting a single Brainstorm after Doomsday if you have a Top in play. Seems pretty busted to me.
MMogg
10-22-2009, 04:08 AM
Hunting Grounds (http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=35167). I had it in a casual Survival deck a long time ago. Just too damn slow.
Jason
10-22-2009, 04:51 AM
I'm gonna vote for Second Sunrise. The card always feels like it has potential whenever I read it
Digital Devil
10-22-2009, 05:00 AM
Cataclysm. That card can cause utter destruction, but I'm probably the only one still playing it. It is massive card advantage.
MMogg
10-22-2009, 05:14 AM
Cataclysm. That card can cause utter destruction, but I'm probably the only one still playing it. It is massive card advantage.
I have been on the receiving end of your Cataclysms and yes they hurt. I think one problem is "ok, keep Counterbalance, and Top, Goyf, cast a Daze just to return a land to my hand, and keep a Tropical Island." Oww?
chokin
10-22-2009, 05:17 AM
I've seen Cataclysm played in Death and Taxes and Angel Stompy. I played it in Geddon Stax for a while because most of the decks I faced were Tribal Aggro or burn, so I'd get to keep a land, Magus of the Tabernacle, Crucible/Trinisphere, Ghostly Prison.
The card I'd like to break is Gifts Ungiven. And I want to see that card become the card that people are saying "Ban it" about. Vintage it's pretty nuts, but that's because of the retarded shit you can do with YawgWin.
Digital Devil
10-22-2009, 05:45 AM
I have been on the receiving end of your Cataclysms and yes they hurt. I think one problem is "ok, keep Counterbalance, and Top, Goyf, cast a Daze just to return a land to my hand, and keep a Tropical Island." Oww?Obviously against aggro/control strategies I usually side 'em out. And that's also the reason I play only 3.
I've seen Cataclysm played in Death and Taxes and Angel Stompy.Me too.
Cthuloo
10-22-2009, 06:38 AM
In random order:
- Mana Vortex
- Doubling Cube
- Teferi's Puzzle Box + Underworld Dreams (both together and on their own)
- Hall of Gemstone
And probably many many others that now I'm forgetting.
IXEquilibrium
10-22-2009, 08:52 AM
Cephalid Constable
1UU
Creature — Cephalid Wizard
Whenever Cephalid Constable deals combat damage to a player, return up to that many target permanents that player controls to their owners' hands.
1/1
A while back a guy who went to a local store that is now closed use to run a deck during our extended tournaments (when it was Invasion Block through Time Spiral Block) that was this artifact/blue deck with Cranial Plating + Cephalid Constable. If it every managed to hit you it was pretty devastating, he just didn't have the cards to really support/follow through on the combo a lot. The potential is still there though. He'd be "fun" in any run of the mill affinity deck, that's really the place he has the highest potential in my opinion.
undone
10-22-2009, 09:07 AM
Stroke of genious, and mind over matter.
quicksilver
10-22-2009, 09:38 AM
Some builds do, but Doomsday hasn't been fully exploited yet. There should be some combination of five cards that just let you win, but a reliable way has yet to be found.
Doomsday decks already run that.
Cthuloo
10-22-2009, 09:54 AM
mind over matter.
Add this one to my list. And also Quicken.
Ch@os
10-22-2009, 09:56 AM
Stasis
quicksilver
10-22-2009, 10:07 AM
Stroke of genious, and mind over matter.
Permanent waves runs both of these.
FredMaster
10-22-2009, 10:11 AM
Blood Funnel
The card was made for threads like this.
Versus
10-22-2009, 10:12 AM
Kjeldoran Outpost and Thawing Glaciers. For that matter any good land based strategy that wasn't negated by the presence of party-pooping Wasteland.
Also, squirrels. Anything concerning squirrels!
edit: WTF! I read this as "cards we want back...". Whatever, the squirrels are still relevant.
Benie Bederios
10-22-2009, 10:26 AM
Brand.
Sigh, I miss the old rules
BreathWeapon
10-22-2009, 12:27 PM
Gifts Ungiven, seriously, isn't there one thing better Gifts Ungiven can do that Intuition can't?
johanessen
10-22-2009, 12:34 PM
Gifts Ungiven, seriously, isn't there one thing better Gifts Ungiven can do that Intuition can't?
Yes, Card Advantadge
emidln
10-22-2009, 12:47 PM
Some builds do, but Doomsday hasn't been fully exploited yet. There should be some combination of five cards that just let you win, but a reliable way has yet to be found.
I never fizzle after Doomsday. If you do maybe you should practice more.
Also a vote second sunrise.
troopatroop
10-22-2009, 01:00 PM
Yes, Card Advantadge
Intuition for AK with one in hand, Draw 7?
Infinitium
10-22-2009, 01:29 PM
Gifts Ungiven, seriously, isn't there one thing better Gifts Ungiven can do that Intuition can't?
Gifts Ungiven -> Vampire Hexmage/Dark Depths/Regrowth/Grim Discovery
Ob Nixilis
If only there were a deck that could run him in Legacy. He practically reads, "Play and crack a fetchland, target opponent loses the game." The :3::b::b: is rough, though. I could see him in Dark Ritual based Demon Stompy, but you'd have to run fetchlands in a mono-colored deck that already deals itself too much damage. Maybe if they unban Mind Twist...
Aggro_zombies
10-22-2009, 01:48 PM
http://magiccards.info/scans/en/on/4.jpg
This card seems like it could be so good, until you realize that it isn't, really.
hi-val
10-22-2009, 03:12 PM
I'd really like Goblin Welder and Intuition, probably in combination with each other. You could ostensibly bring out the Thopter Foundy/Sword combo, but that doesn't seem really impressive to me.
beastman
10-22-2009, 03:33 PM
Land Tax. :frown:
+1
Humphrey
10-22-2009, 03:45 PM
Nether Void
troopatroop
10-22-2009, 03:47 PM
Krark-Clan Ironworks.
Pastorofmuppets
10-22-2009, 04:38 PM
Stroke of genious
Hm.
Niv-Mizzet?
Cidolfus
10-22-2009, 05:28 PM
http://www.blackborder.com/bbcart/images/prods/Magic-The-Gathering-Zendikar-Scute-Mob.jpg
@Aggro_zombies: I'm currently suffering from that delusion. It's painful.
Draener
10-22-2009, 05:33 PM
Must... Break... Scute Mob...
MattH
10-22-2009, 05:38 PM
Quiet Speculation. Eventually they'll print enough reasonable flashback cards that this will have something to get; it's a fundamentally powerful effect, there's just not much worth QSing for. Right now it's basically just Grudge/Ray, and maaaaybe DeepA/Therapy/Crippling Fatigue.
Volrath
10-22-2009, 05:57 PM
Yawgmoth's Bargain..
i love that card so much:cool:
quicksilver
10-22-2009, 06:03 PM
Yawgmoth's Bargain..
i love that card so much:cool:
Yeah too bad there is absolutely no way to break that card ....
Volrath
10-22-2009, 06:06 PM
Yeah too bad there is absolutely no way to break that card ....
Damn shame too...
chokin
10-22-2009, 06:09 PM
Quiet Speculation. Eventually they'll print enough reasonable flashback cards that this will have something to get; it's a fundamentally powerful effect, there's just not much worth QSing for. Right now it's basically just Grudge/Ray, and maaaaybe DeepA/Therapy/Crippling Fatigue.
Not saying it's great, but QS into Think Twice could be ok. Or into 3 Call of the Herd/Roar of the Wurm. Maybe a doing Deep Analysis/Think Twice, Call of the Herd, Roar of the Wurm. That way QS is a setup card for a 3/3 followed by a 6/6 if you get the next land or a card or two if you don't.
It's pretty techy to use QS for Ray/Grudge. Nice call.
Scute Mob could be powered by Natural Balance and Paradox Haze. A turn one BoP or Noble Hierarch sets you up for a turn 2 Haze and a turn 3 Balance. It just sucks if they kill it :(
Malchar
10-22-2009, 07:10 PM
Shaman's Trance (http://beta.gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=34795)
AngryTroll
10-22-2009, 07:17 PM
Maybe a doing Deep Analysis/Think Twice, Call of the Herd, Roar of the Wurm. That way QS is a setup card for a 3/3 followed by a 6/6 if you get the next land or a card or two if you don't.
It's pretty techy to use QS for Ray/Grudge. Nice call.
Call of the Herd and Roar of the Wurm both cost four to flashback. A Deep Analysis and two Roars might be ok...but it's not amazing.
Ray of Revelation, Ancient Grudge, and Coffin Purge are all reasonable targets, but not particularly amazing.
Fuzzy
10-22-2009, 10:13 PM
Destructive Flow.
Everyone says it's worse than Moon Effects, but Flow by itself crushs the majority of the Tier 1 and you can't lose to some burns in your face. Also, if the opponent destroy any Moon (especially Magus), he gets his lands back.
And a BG shell is much better than... Dragon Stompy?
Arrowni
10-22-2009, 10:18 PM
Destructive Flow.
QFT. I forget about this card all the time, its like Choke before it was rediscovered, brutal but underplayed. If only it wasn't a contradiction in its cost and use.
Arsenal_Fan
10-22-2009, 10:20 PM
Well of Knowledge and Pursuit of Knowledge, card drawing is good, but can these cards be good???
The_Red_Panda
10-22-2009, 10:27 PM
Astral Slide.
Seriously.
Fuzzy
10-22-2009, 10:29 PM
QFT. I forget about this card all the time, its like Choke before it was rediscovered, brutal but underplayed. If only it wasn't a contradiction in its cost and use.
Remember Old Extended Flow Rock, with just 8 fetchlands and crap duals.
Basic lands are the way to go.
Arrowni
10-22-2009, 10:34 PM
Yep, Destructive Flow is definitively one of those cards that should be played with basics/fetches. Still, it kind of asks for mana fixing to be broken.
Another card that I think looks breakable but may be impossible to use is that new one, Lotus Cobra, nice mana fixing and at times acceleration and you only need lands, fetches at least to be cool.
Destructive flow... Lotus Cobra... Luckily, someday, we will find some interaction that will make them both good!
Fuzzy
10-22-2009, 10:43 PM
Yep, Destructive Flow is definitively one of those cards that should be played with basics/fetches. Still, it kind of asks for mana fixing to be broken.
Destructive flow... Lotus Cobra... Luckily, someday, we will find some interaction that will make them both good!
Flow needs fetch lands to fix the manabase. Cobra adds moar mana when u play and crack a fetch.
Are you thinking the same than I?
Brushwagg
10-22-2009, 10:50 PM
@Destructive Flow: Here's my old list for it. Needs some updating.
Lands/Mana
4x Bayou
2x BloodStained Mire
1x Wooded Foothills
1x Windswept Heath
1x Mountain
4x Forest
5x Swamp
1x Taiga
3x Chrome Mox
Creatures
4x Sakura-Tribe Elder
4x Dark Confidant
3x Eternal Witness
4x Troll Ascetic
Discard/Board Control
3x Duress
3x Hymn to Tourach
4x Putrefy
4x Pernicious Deed
4x Destructive Flow
The Rest
2x Haunting Echoes
2x Sensei's Diving Top
2x Oversold Cemetery
hi-val
10-23-2009, 01:56 AM
Quiet Speculation. Eventually they'll print enough reasonable flashback cards that this will have something to get; it's a fundamentally powerful effect, there's just not much worth QSing for. Right now it's basically just Grudge/Ray, and maaaaybe DeepA/Therapy/Crippling Fatigue.
I'm remembering the days of Deep/Deep/Roar.
It's unfortunate that 3G for a 6/6 is below the curve these days : (
Quiet Spec was amazing in Spellweaver Helix decks, though!
Goblin Snowman
10-23-2009, 11:12 AM
Artificer's Intuition. That card seems like it could have so much potential every time I look at it....
Offler
10-23-2009, 11:17 AM
It indeed has, depending on which artifacts do you play. Its something like blue survival of the fittest. I like this card.
Bigface
10-23-2009, 11:27 AM
Archmage Ascension in Enchantress. I'm still trying, though.
MattH
10-23-2009, 11:31 AM
Not saying it's great, but QS into Think Twice could be ok. Or into 3 Call of the Herd/Roar of the Wurm. Maybe a doing Deep Analysis/Think Twice, Call of the Herd, Roar of the Wurm. That way QS is a setup card for a 3/3 followed by a 6/6 if you get the next land or a card or two if you don't.
It's pretty techy to use QS for Ray/Grudge. Nice call.
If Think Twice's costs were reversed, I would consider it.
Call is pretty terrible. I would never QS for Call, and I would never want Call in my deck. Trained Armodon that cantrips into Hill Giant is pathetic for Legacy.
I forgot about Roar, though. Roar is almost worth it. DA is a little too painful, but also close to being playable (and I definitely would prefer to draw Deep than Roar). Pre-Goyf, Deep Analysis might have been worthwhile, but between Goyf and other evolutions (stifle all over the place, for example), the format has just gotten too fast.
AngryTroll
10-23-2009, 03:01 PM
Evershrike. That thing is so cool, and Deckcheck can only find a total of one deck in any format that ever placed with it.
EOT Entomb for Evershrike, bring it back with an Edge of the Divinity, that's 4cc for a 7/7 fleer at it speed. Strength of Lunacy makes it cost 5 for a 5/6 pro white flier...
But it's a two card combo, and if you don't want to be blown out by Swords, you need Strength of Lunacy, and the better enchantments for it are White (Edge of the Divinity, Dawnbreak Coronet, etc). On the plus side, it can be immune to gravehate and Swords.
(nameless one)
10-23-2009, 04:00 PM
Lin Sivvi, Defiant Hero... but theres not enough good Rebels out there...
MULocke
10-23-2009, 04:20 PM
@ Destructive Flow: Not as excited about lotus cobra, as it's a 2 and destructive flow is only a 3 anyway. The real exciting thing is the new fetches. Now you have up to 12 on-color fetches, so you almost can play all basics. Don't plan on beating stifle ever, but it seems interesting at least.
Speaking of fetches, my card is root maze. It's so good vs fetches, but I can never seem to make it work.
Speaking of fetches, my card is root maze. It's so good vs fetches, but I can never seem to make it work.
In mono green control?
TrialByFire
10-23-2009, 05:01 PM
I've been waiting for a deck where Smallpox is awesome (Pox decks don't count, they are horrible). That 8th place deck from the SCG 5K is pretty close. Smallpox has so much synergy there
Wereodile
10-23-2009, 05:23 PM
If Think Twice's costs were reversed, I would consider it.
Call is pretty terrible. I would never QS for Call, and I would never want Call in my deck. Trained Armodon that cantrips into Hill Giant is pathetic for Legacy.
I forgot about Roar, though. Roar is almost worth it. DA is a little too painful, but also close to being playable (and I definitely would prefer to draw Deep than Roar). Pre-Goyf, Deep Analysis might have been worthwhile, but between Goyf and other evolutions (stifle all over the place, for example), the format has just gotten too fast.
There was a U/R Extended Storm deck that used QS do dump Lava Darts into the yard for the turn you went off. Spice Storm is what it was called...I think?
Goblin Snowman
10-23-2009, 11:44 PM
It indeed has, depending on which artifacts do you play. Its something like blue survival of the fittest. I like this card.
Yeah, that's what draws you in. But before you know it, you're playing some terrible monster with Grindstone, Dreadnought, and Sensei-Sensei in it and have no idea where you went wrong. The card disadvantage is too much usually.
MEATROCKET
10-24-2009, 12:21 AM
Speaking of fetches, my card is root maze. It's so good vs fetches, but I can never seem to make it work.
Turn 1 Root Maze, turn 2 Pithing Needle naming the fetch your opponent played would probably be pretty game-breaking. But then you're maindecking needles...awkward.
Root Maze is a card my brother used to play very frequently when we played mostly casually. Imagine how devastating it was in to be facing Root Maze, Tangle Wire, Plow Under, and Stunted Growth in the same deck. It still haunts me.
Turn 1 Root Maze, turn 2 Pithing Needle naming the fetch your opponent played would probably be pretty game-breaking. But then you're maindecking needles...awkward.
Root Maze is a card my brother used to play very frequently when we played mostly casually. Imagine how devastating it was in to be facing Root Maze, Tangle Wire, Plow Under, and Stunted Growth in the same deck. It still haunts me.
That deck really needs Ankh of Mishra :)
I have had so much fun with decks packing Ankh, Maze and efficient beaters. I even played a 10 land stompy variant in a Vintage tournament once (failed pretty bad, but fun nonetheless).
I could see a (casual) deck, packed with Ankh, Maze combined with Sylvan Library and Uba Mask. Fetchland cost 5 damage and 2 turns to get mana from, you get 3 free draws every turn (with mask you don't lose life from Library) and you get rid of annoying counterspells. Add in some cute beaters like Goyf and start beating some face.
EDIT:
I even thought about a concept decklist:
Green Annoying.dec
11 Forest
4 Savannah
3 Wasteland
1 Rishadan Port
1 The Tabernacle at Pendrell Vale
4 Birds of Paradise
4 Lotus Cobra (gets you mana from landdrops and without Maze enables very fast Plow Unders)
4 Tarmogoyf
4 Path to Exile (Exile into Ankh is nice)
4 Ankh of Mishra
3 Ghostly Prison
3 Ice Storm
3 Plow Under
3 Root Maze
3 Sylvan Library
2 Uba Mask
1 Enlightened Tutor
1 Suppression Field
Tilde
10-29-2009, 06:31 PM
Mirrorweave. It seems like it could be fun in Affinity (turn everyone into a Master of Etherium to kill blockers/your opponent; turn everyone into a Ravager leaving you with the only dude on the board) if Affinity was playable.
Illissius
10-29-2009, 07:16 PM
Oh, dear. I have... a few of these. Some of them see play; in those cases I just feel like they could be broken further.
(In no particular order.)
- Exploration, Squandered Resources, Veteran Explorer, Orcish Lumberjack, Lotus Cobra -
Basically anything that accelerates you by more than one mana at a time gets my attention. There has to be something broken to do with five mana on turn two, for example. Isn't there? (Honorable mentions: Gaea's Cradle, Tinder Wall, Carpet of Flowers, Rofellos.)
- Second Sunrise -
As mentioned. This is the closest thing to Yawgmoth's Will we have in the format, alongside Bosium Strip.
- Goblin Welder -
One mana, and it gets you anything, no matter how expensive... and you can keep doing it. Plus, Welding Arcbound Overseer into Triskelion with Anger in the yard will always be a favorite.
- Intuition, Mox Diamond, Cephalid Coliseum, and Life from the Loam -
I keep thinking that in the right deck, these should combine into triple-Demonic Tutor, Vintage-class Moxen except better, and recurring Ancestral Recall. But it never ends up working out that way. Especially if I also want Force of Will in the deck. Which I usually do.
- Buried Alive, Intuition, Gifts Ungiven -
Triple Bloodghast, triple Squee/Horror, Loam piles, these everyone knows. But what about Buried Alive for some combination of Goblin Welder, Genesis, Anger, and Artifact Creature Of Choice? Or Intuition for Dread Return, Gigapede, and Creature Of Choice? Or Gifts for Anger, Wonder, Gigapede, and Roar of the Wurm, preferably with a discard outlet at hand? Those are pretty cool, as well.
- Entomb -
Reanimator is boring. It's all the other things you could do. Anger, Wonder, Genesis. Ancient Grudge, Ray of Revelation. Loam, Crime, various lands. Cabal Therapy, and then Veteran Explorer, Rector, Gamekeeper. Various shenanigans with those and Eternal Witness, Grim Discovery, Loyal Retainers. Magus of the Jar. And so on.
- Artificer's Intuition -
Together with Sensei's Divining Top, it's just about the most obscene search/selection engine ever. Then there's all the utility trinkets, and Locket of Yesterdays -- too bad there's nothing fetchable that completes the combo. There is, however, as I recently discovered, a card advantage engine you can search for: Voltaic Key + Sensei's Divining Top.
- Ancient Tomb -
It both accelerates you -- turn one Chalice is pretty good -- and is card advantage at the same time, much like the Ravnica Karoos. I keep trying to revive Accelerated Blue with this card, among other things. Stupid damage.
- Maze of Ith -
Fucking awesome with sweepers. Even moreso with The Abyss. Can't be countered, doesn't break a Standstill, and always 'removes' whatever the biggest creature is at the moment. With Urborg, it makes mana. Or sacrifice it to Dust Bowl. Oh yeah, and Intuition for two of them and a Loam.
- Gemstone Caverns -
Basically, what this card does is you always get to go first. You lose a card, but get to play the first land: exactly the difference between playing and drawing first. You might say "Wasteland!", but think it through: after your opponent trades their first turn Wasteland for it and says go, who gets to play the 'first' land of the game? Yeah, you do.
- Urzatron, Cloudpost+Vesuva, Urborg+Coffers -
Long ago I kept wanting to make a Loam/Intuition/Gifts deck with these and then maybe Tooth or something.
- Banefire -
There must be some kind of control deck which just plods along for a while before casting Banefire for 20.
relatedly,
- Time Spiral storage lands -
In a Standstill shell.
- Shard Phoenix -
This basically says to tribal decks, "Hi. You just lost.". And you can Intuition for it.
- Jace Beleren -
Sort of like Ophidian, except you can't block it and it only dies to burn and creatures, not every damn thing.
- Thran Dynamo, Phyrexian Processor -
Are cool.
- Future Sight -
Who doesn't?
I think that's about it. (;
I also agree with whoever mentioned all kinds of lands, except you can't because of Wastelands. Thankfully Life from the Loam has negated that somewhat.
And someone mentioned Blood Funnel. It's basically just a restricted form of Ashnod's Altar. Funny how that works, huh?
neckfire
10-29-2009, 10:31 PM
i really wanna see metal worker get broken seeing it is unrestricted again.
dahcmai
10-30-2009, 01:36 AM
Guilded Passage - It seems like at least one deck should use this and abuse the crap out of it. It's silly good if you can pay for it.
Nether Void - Awwww sad face. Always tried, never done.
Loyal Retainers - Return some fattie from the grave to play an all you have to do is sac a 2w creature? Seems amazing, sadly, it's not.
Saffi Ericsdotter - Seems like the same prob as above. I even had the two in one deck to combo out but sadly it still wasn't all that hot.
Storm World - it's the Rack in Red! That should be good. Wait, it sucks too.
Shaharzad - Just kidding.
Pyromancer's Ascension - This just screams break me. Surely Legacy has the tools to pull it off.
Endless Cockroaches - Really? A creature that doesn't die if it was in play first? Seems amazing for something... yeah something...
Mana Web - Just nasty, read it.
Wood Elemental - Because I'd kill to see it happen.
android
10-30-2009, 11:16 AM
Saprazzan Heir - anything that says draw 3 cards a turn has to be broken.
Blessing of Leaches - anything that regenerates for free should be able to go infinite
Myr Retreiver/Junk Diver - are you fucking serious?
Kobolds - wtf mate?
Cloudstone Curio - no brainer here - 2 BoPs, 2 Instill Engergy = infinite storm, throw in Enchantress effect = infinite draw
Victimize - how many times do I have to bring this card up? Mini Tooth & Nail folks (in black even)
Winds of Change - how is this card not played? It's like a free mulligan/draw 7 for R
Culling the Weak/Songs of the Damned - People have been scratching their heads to this one for about 10 years
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