View Full Version : [SCD] Ankh of Mishra
Pastorofmuppets
10-31-2009, 03:27 PM
So exactly what has made this little number bad? It's just as devastating as ever if you drop it turn 1. And with Path to Exile, Ghost Quarter, Armageddon, and twice as many fetchlands, and Metalworker all in the format, why is it never mentioned anymore?
DrJones
10-31-2009, 03:34 PM
SSSSHHHHH. It's savage tech and people shouldn't talk about it because then the price rises. Quick! Change the title's name and talk about Braingeyser.
Phoenix Ignition
10-31-2009, 04:01 PM
It does come up. http://www.mtgthesource.com/forums/showthread.php?t=12379&highlight=ankh
Digital Devil
10-31-2009, 04:01 PM
http://magiccards.info/scans/en/di/173.jpg http://magiccards.info/scans/en/cfx/15.jpg
Notice the word "may" on both of these cards. Also, someone (http://www.mtgthesource.com/forums/showthread.php?t=12379&highlight=ankh) has already come to your same conclusion.
Peter_Rotten
10-31-2009, 04:32 PM
It comes down turn 2 - the most critical turn in Legacy.
And on turn 2, it doesn't do anything. It doesn't destroy, discard, remove, search, draw, counter anything, change the board position, provide mana, or provide card quality.
It can be played around, ignored, or destroyed.
Pastorofmuppets
10-31-2009, 04:43 PM
http://magiccards.info/scans/en/di/173.jpg http://magiccards.info/scans/en/cfx/15.jpg
Notice the word "may" on both of these cards. Also, someone (http://www.mtgthesource.com/forums/showthread.php?t=12379&highlight=ankh) has already come to your same conclusion.
It turns Ghost Quarter into Strip Mine and Path to Exile into... Balls... I don't think anything that beastly has ever been printed.
Or they lose 2 life.
Also, I had a wet dream about turn 1 Mox Diamond-City of Traitors-Bloodchief Ascension-Ankh. At that point you don't even have to try to win.
Forbiddian
10-31-2009, 05:15 PM
Every few months, this card is discussed.
It's awful.
It's not game-breaking on turn 2 (only about as good as Price of Progress, except it hurts you as well, can only be played during mainphase, can get removed, and generally gives your opponent the option to play around with). It's very strong on turn 1 on the play, but there aren't any decks running mana acceleration like that that can also take advantage of the life loss.
Turn 2 on the play, it's also ok. Generally it'll cash in for 4-6.
But it's USELESS as a topdeck and about half the cards that you see come off the top. Also, a number of decks still don't run fetchlands and won't care. It's also much, much, much worse on the draw. Turn 2 on the draw, your opponent is unlikely to be forced to play any fetchlands, and probably also has all his mana up.
Basically, it's a Price of Progress, except useless off the top instead of game-breaking. You could also compare it (unfavorably) to the two drop Tarmogoyf.
This card is *HORRIBLE* despite its seeming synergy with most every card in the format, it doesn't get the job done.
Shanghi Knights
11-01-2009, 08:35 PM
the cards decent in stompy but very often its colliding with other cards for space for other situations that are very important to have answers too in stompy builds.
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