History AwesomeButImpractical / MagicTheGathering

16th Jun '17 2:34:56 AM Gadjiltron
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** [[http://magiccards.info/fut/en/8.html The]] [[http://magiccards.info/query?q=pact+of+negation&v=card&s=cname entire]] [[http://magiccards.info/fut/en/78.html cycle]] [[http://magiccards.info/fut/en/103.html of]] [[http://magiccards.info/fut/en/139.html Pacts]] from ''Future Sight'' also fall into this: They're very powerful spells for free, but you have to win the game that turn or be certain you'll have the mana available next turn to pay for it, otherwise it's an [[NonStandardGameOver instant loss]]. Pact of Negation sees tournament use to keep instant-win combos from being interrupted, while the rest are niche cards at best & unusable at worst.

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** * [[http://magiccards.info/fut/en/8.html The]] [[http://magiccards.info/query?q=pact+of+negation&v=card&s=cname entire]] [[http://magiccards.info/fut/en/78.html cycle]] [[http://magiccards.info/fut/en/103.html of]] [[http://magiccards.info/fut/en/139.html Pacts]] from ''Future Sight'' also fall into this: They're very powerful spells for free, but you have to win the game that turn or be certain you'll have the mana available next turn to pay for it, otherwise it's an [[NonStandardGameOver instant loss]]. Pact of Negation sees tournament use to keep instant-win combos from being interrupted, while the rest are niche cards at best & unusable at worst.


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** On the note of planeswalkers, their final abilities are either impressive or game-ending, but needs multiple turns of constant defense such that you can accumulate enough loyalty counters to pay the cost. Keep in mind that most planeswalkers' loyalty-increasing abilities offer marginal defenses on their own. The few planeswalkers who can use their final ability much sooner typically have a more underwhelming effect. Thus, a planeswalker is often evaluated by their first few abilities which are often available as soon as they enter the battlefield.
30th Jan '17 2:28:04 AM lafol
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* Much like the Elder Dragons, [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=266154 Nicol Bolas, Planeswalker]]. His +3 ability is to utterly destroy any non-creature card in the game (in addition to providing an obscene boost to his Loyalty total), and his ultimate effectively left your opponent topdecking with very little resources. The catch? You need 8 mana, 4 of which were split into three different colors. That's never been an unattainable feat, but the same block had Nicol Bolas' signature spell [[http://magiccards.info/ala/en/164.html Cruel Ultimatum]] in the same colors for one less mana that would almost always win the game when it was cast; Nicol Bolas, while still a kitchen table favorite to this day, was left on the sidelines as all the competitive decks opted for the seven-mana sorcery instead.

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* Much like the Elder Dragons, [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=266154 Nicol Bolas, Planeswalker]]. His +3 ability is to utterly destroy any non-creature card in the game (in addition to providing an obscene boost to his Loyalty total), and his ultimate effectively left your opponent topdecking with very little resources. The catch? You need 8 mana, 4 of which were split into three different colors. That's never been an unattainable feat, but the same block had Nicol Bolas' signature spell [[http://magiccards.info/ala/en/164.html [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=376288 Cruel Ultimatum]] in the same colors for one less mana that would almost always win the game when it was cast; Nicol Bolas, while still a kitchen table favorite to this day, was left on the sidelines as all the competitive decks opted for the seven-mana sorcery instead.
19th May '16 4:43:56 PM InfinityPlusTwo
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*** One rather amusing way to play Battle of Wits would be to pair it with Spawnsire of Ulamog's 20-mana activated ability to bring out ''200 copies of [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=397905 Emrakul, the Aeons Torn]]''. Being a Legendary creature, all but 1 copy of Emrakul would immediately need to be sacrificed to the Graveyard... but due to her triggered ability, '''all copies would go to the library instead''', fulfilling Battle of Wits' condition and winning the game. This victory method is impractical not only due to the aforementioned drawbacks of using Spawnsire of Ulamog's ability, but also because copies of Emrakul, the Aeons Torn retail for roughly $25 each - and as such, would cost roughly $5,000 in cold, hard cash. Getting 200 copies in order to use the combo is something only for a bored billionaire to go for.

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*** One rather amusing way to play Battle of Wits would be to pair it with Spawnsire of Ulamog's 20-mana activated ability to bring out ''200 copies of [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=397905 Emrakul, the Aeons Torn]]''. Being a Legendary creature, all but 1 copy of Emrakul would immediately need to be sacrificed to the Graveyard... but due to her triggered ability, '''all copies would go to the library instead''', fulfilling Battle of Wits' condition and winning the game. This victory method is impractical not only due to the aforementioned drawbacks of using Spawnsire of Ulamog's ability, but also because copies of Emrakul, the Aeons Torn retail for roughly $25 each - and as such, would cost roughly $5,000 in cold, hard cash. Getting 200 copies in order to use the combo is something only for a bored billionaire to go for. It also wouldn't work in tournament settings, where, in addition to the impracticality of 20 mana, Spawnsire of Ulamog can only summon Eldrazi in your 15-card sideboard and you're limited to 4 copies of a card in your deck + sideboard. A casual setting with more relaxed rules might allow it, if you just wanted to entertain some of your friends by casting 200 Eldrazi. In any case, you wouldn't really need Battle of Wits to win anyway- Emrakul's extra turn effect triggers when you cast it, so even using Spawnsire of Ulamog to cast 200 Emrakuls gives you 200 extra turns.
26th Apr '16 11:17:21 AM Anorgil
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** ''Oath of the Gatewatch'' introduced another one with [[http://www.magicspoiler.com/mtg-spoiler/hedron-alignment/ Hedron Alignment]]: It's very unusual to draw all 4 copies of a card in a normal match, getting cards ''into'' exile is tough, and even then one discard spell, or a spell removing cards from exile, from your opponent can ruin the entire thing.

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** ''Oath of the Gatewatch'' introduced another one with [[http://www.magicspoiler.com/mtg-spoiler/hedron-alignment/ Hedron Alignment]]: It's very unusual to draw all 4 copies of a card in a normal match, getting cards ''into'' exile is tough, and even then one discard spell, or a spell removing cards from exile, from your opponent can ruin the entire thing.thing (or would, if Hedron Alignment weren't Hexproof).
1st Mar '16 10:13:27 AM promptjump
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* [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=40545 Phage the Untouchable]] got a lot of attention when she first debuted due to her abilities, but she was such a hassle to use that she got the name [[FanNickname Phage the Unplayable]]. Opponents will probably have much larger creatures by the time you have 3BBBB handy to play her & she doesn't have indestructible or trample, combos to get her into play from the graveyard or library are very complicated and easy to spot, and she's still vulnerable to counterspells, blocking, instant-kill spells, and so on.
** She's not even usable in Commander, a format where unusual cards thrive, because casting her from your command zone does not count as casting from your hand... costing you the game on the spot [[note]]Any deck with Phage as its commander would be mono-black, and none of the few cards that negate triggered abilities are black or colorless[[/note]].

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* [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=40545 Phage the Untouchable]] got a lot of attention when she first debuted due to her abilities, but she was such a hassle to use that she got the name [[FanNickname Phage the Unplayable]]. Opponents will probably have much larger creatures by the time you have 3BBBB handy to play her & she doesn't have indestructible indestructible, first strike, or trample, combos to get her into play from the graveyard or library are very complicated and easy to spot, and she's still vulnerable to counterspells, blocking, instant-kill spells, and so on.
** She's not even usable in Commander, a format where unusual cards and interactions thrive, because casting her from your command zone does not count as casting from your hand... costing you the game on the spot [[note]]Any deck with Phage as its commander would be mono-black, leaving only [[http://magiccards.info/nph/en/162.html Torpor Orb]] to make her playable, and none of the few cards that negate triggered abilities are black or colorless[[/note]].it's entirely possible to not draw it in a 100-card singleton deck.[[/note]].



** Invasion's [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=23206 cycle]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=23207 of]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=23208 three-colored]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=23209 legendary]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=23210 dragons]]. 6/6 for 6 was a good deal at the time & still is in Block Constructed, especially since they each had a powerful ability that triggered whenever they dealt combat damage, but the mana cost was 3CDE-even the set's strong multicolor theme couldn't make these viable.

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** Invasion's [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=23206 cycle]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=23207 of]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=23208 three-colored]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=23209 legendary]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=23210 dragons]]. 6/6 with flying and a triggered ability for 6 was a good deal at the time & still is in Block Constructed, especially since they each had a powerful ability that triggered whenever they dealt combat damage, but the mana cost was 3CDE-even the set's strong multicolor theme couldn't make these viable.


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* [[http://magiccards.info/in/en/135.html Yawgmoth's Agenda]] lets you cast cards from your graveyard, making it a recurring version of the game-breaking [[http://magiccards.info/us/en/171.html Yawgmoth's Will]]. The catch? You can only cast one card per turn. So few decks can work around this constraint that it's near-useless rather than overpowered.
19th Feb '16 3:20:01 PM promptjump
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** [[http://magiccards.info/fut/en/8.html The]] [[http://magiccards.info/query?q=pact+of+negation&v=card&s=cname entire]] [[http://magiccards.info/fut/en/78.html cycle]] [[http://magiccards.info/fut/en/103.html of]] [[ http://magiccards.info/fut/en/139.html Pacts]] from ''Future Sight'' also fall into this: They're very powerful spells for free, but you have to win the game that turn or be certain you'll have the mana available next turn to pay for it, otherwise it's an [[NonStandardGameOver instant loss]]. Pact of Negation sees tournament use to keep instant-win combos from being interrupted, while the rest are niche cards at best & unusable at worst.

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** [[http://magiccards.info/fut/en/8.html The]] [[http://magiccards.info/query?q=pact+of+negation&v=card&s=cname entire]] [[http://magiccards.info/fut/en/78.html cycle]] [[http://magiccards.info/fut/en/103.html of]] [[ http://magiccards.[[http://magiccards.info/fut/en/139.html Pacts]] from ''Future Sight'' also fall into this: They're very powerful spells for free, but you have to win the game that turn or be certain you'll have the mana available next turn to pay for it, otherwise it's an [[NonStandardGameOver instant loss]]. Pact of Negation sees tournament use to keep instant-win combos from being interrupted, while the rest are niche cards at best & unusable at worst.
19th Feb '16 3:19:39 PM promptjump
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** [[http://magiccards.info/fut/en/8.html The]] [[http://magiccards.info/query?q=pact+of+negation&v=card&s=cname entire]] [[http://magiccards.info/fut/en/78.html cycle]] [[http://magiccards.info/fut/en/103.html of]] [[ http://magiccards.info/fut/en/139.html Pacts] from ''Future Sight'' also fall into this: They're very powerful spells for free, but you have to win the game that turn or be certain you'll have the mana available next turn to pay for it, otherwise it's an [[NonStandardGameOver instant loss]]. Pact of Negation sees tournament use to keep instant-win combos from being interrupted, while the rest are niche cards at best & unusable at worst.

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** [[http://magiccards.info/fut/en/8.html The]] [[http://magiccards.info/query?q=pact+of+negation&v=card&s=cname entire]] [[http://magiccards.info/fut/en/78.html cycle]] [[http://magiccards.info/fut/en/103.html of]] [[ http://magiccards.info/fut/en/139.html Pacts] Pacts]] from ''Future Sight'' also fall into this: They're very powerful spells for free, but you have to win the game that turn or be certain you'll have the mana available next turn to pay for it, otherwise it's an [[NonStandardGameOver instant loss]]. Pact of Negation sees tournament use to keep instant-win combos from being interrupted, while the rest are niche cards at best & unusable at worst.
19th Feb '16 3:17:49 PM promptjump
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** The [[http://magiccards.info/fut/en/8.html entire]] [[http://magiccards.info/query?q=pact+of+negation&v=card&s=cname cycle]] [[http://magiccards.info/fut/en/78.html of]] [[http://magiccards.info/fut/en/103.html "Pact]] [[ http://magiccards.info/fut/en/139.htmlspells]] from ''Future Sight'' also fall into this: They're very powerful spells for free, but you have to win the game that turn or be certain you'll have the mana available next turn to pay for it, otherwise it's an [[NonStandardGameOver instant loss]]. Pact of Negation sees the most use of all of these, and there it's used to keep instant-win combos from being countered.

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** The [[http://magiccards.info/fut/en/8.html entire]] The]] [[http://magiccards.info/query?q=pact+of+negation&v=card&s=cname cycle]] entire]] [[http://magiccards.info/fut/en/78.html of]] cycle]] [[http://magiccards.info/fut/en/103.html "Pact]] of]] [[ http://magiccards.info/fut/en/139.htmlspells]] html Pacts] from ''Future Sight'' also fall into this: They're very powerful spells for free, but you have to win the game that turn or be certain you'll have the mana available next turn to pay for it, otherwise it's an [[NonStandardGameOver instant loss]]. Pact of Negation sees the most tournament use of all of these, and there it's used to keep instant-win combos from being countered.interrupted, while the rest are niche cards at best & unusable at worst.
19th Feb '16 3:13:47 PM promptjump
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** [[http://magiccards.info/query?q=pact+of+negation&v=card&s=cname Pact of Negation]] also falls into this: It's a free counterspell, but you have to win the game that turn or be certain you'll have the mana available next turn to pay for it, otherwise it's an [[NonStandardGameOver instant loss]].

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** The [[http://magiccards.info/fut/en/8.html entire]] [[http://magiccards.info/query?q=pact+of+negation&v=card&s=cname Pact of Negation]] cycle]] [[http://magiccards.info/fut/en/78.html of]] [[http://magiccards.info/fut/en/103.html "Pact]] [[ http://magiccards.info/fut/en/139.htmlspells]] from ''Future Sight'' also falls fall into this: It's a free counterspell, They're very powerful spells for free, but you have to win the game that turn or be certain you'll have the mana available next turn to pay for it, otherwise it's an [[NonStandardGameOver instant loss]].loss]]. Pact of Negation sees the most use of all of these, and there it's used to keep instant-win combos from being countered.
19th Feb '16 1:45:58 PM promptjump
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** [[http://magiccards.info/query?q=pact+of+negation&v=card&s=cname Pact of Negation]] also falls into this: It's a free counterspell, but you have to win the game that turn or be certain you'll have the mana available next turn to pay for it, otherwise it's an [[NonStandardGameOver instant loss]].



* Any of the legends from ''Legends'' could be considered.
* Magic's early card designers didn't appreciate that giving a big creature a high mana cost was already a drawback, hence why cards like the elder dragons, [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=159241 Polar Kraken]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=108920 Leviathan]] and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=184593 Marjhan]] have such hideous drawbacks in addition to their huge cost.

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* Any of the legends from ''Legends'' could be considered.
*
considered when they first came out: Large creatures with splashy effects, but very expensive & frequently with upkeep costs.
** They're not even that practical anymore: Modern creatures may not have as many abilities as the ones from ''Legends'', but they can be larger & cheaper, without an upkeep cost or other drawback.
Magic's early card designers didn't appreciate that giving a big creature a high mana cost was already a drawback, hence why cards like the elder dragons, [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=159241 Polar Kraken]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=108920 Leviathan]] and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=184593 Marjhan]] have such hideous drawbacks in addition to their huge cost.
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