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She's even worse 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. There are a few ways to avoid that [[note]]Any deck with Phage as its commander would be mono-black, leaving only a few options like [[http://magiccards.info/nph/en/162.html Torpor Orb]], [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=228118 Sundial of the Infinite]] and [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=425817 Platinum Angel]][[/note]], but it's entirely possible to not draw any of them in a 100-card singleton deck.

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She's even worse 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. There are a few ways to avoid that [[note]]Any deck with Phage as its commander would be mono-black, leaving only a few options like [[http://magiccards.info/nph/en/162.html Torpor Orb]], [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=228118 Sundial of the Infinite]] and [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=425817 Platinum Angel]][[/note]], but it's entirely possible to not draw any of them in a 100-card singleton deck. [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=657790 Fractured Identity]] can also turn Phage's drawback against everyone else by giving each other player a copy of Phage that wasn't cast from their hand and thus kill them on the spot, but in that case you wouldn't be able to use Phage as your commander and thus need to dig up her and Fractured Identity and get the mana to play them both... and pray your opponents let you drop the 7-mana creature and 5-mana sorcery without interruption.



* [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=386731 Zurgo Helmsmasher]], the leader of the [[ProudWarriorRaceGuy Mardu]] from Khans of Tarkir, is a devastating hasty beatstick that is almost guaranteed to get at least one attack and gets bigger every time he kills something. Unfortunately for him, a) even in decks that can meet his tri-colour demand he's sharing space with [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=386501 Butcher of the Horde]], which is tougher, cheaper, and can be used in multiples, and b) he dies so easily to removal in the enemy turn, even if he kills a chump blocker, that his lack of trample makes him largely useless. (He even dies fairly easily in his own turn if he's coming up against another deck with black in it - black gets a lot of -X/-X instants that do an end-run around his indestructibility.) Ironically, his alternate-timeline self from Dragons of Tarkir, which includes flavor text that he's fallen so far his enemy thinks he's NotWorthKilling, is so BoringYetPractical (a 2/2 for 1 red, or dashed for a red and a colorless, with the only drawback being it can't chump block) that it became an instant mainstay in red decks.

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* [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=386731 Zurgo Helmsmasher]], the leader of the [[ProudWarriorRaceGuy Mardu]] from Khans of Tarkir, is a devastating hasty beatstick that is almost guaranteed to get at least one attack and gets bigger every time he kills something. Unfortunately for him, a) even in decks that can meet his tri-colour demand he's sharing space with [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=386501 Butcher of the Horde]], which is tougher, cheaper, and can be used in multiples, and b) he dies so easily to removal in the enemy turn, even if he kills a chump blocker, that his lack of trample makes him largely useless. (He even dies fairly easily in his own turn if he's coming up against another deck with black in it - black gets a lot of -X/-X instants that do an end-run around his indestructibility.) Ironically, his [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=394748 alternate-timeline self self]] from Dragons of Tarkir, which includes flavor text that he's fallen so far his enemy thinks he's NotWorthKilling, is so BoringYetPractical (a 2/2 for 1 red, or dashed for a red and a colorless, with the only drawback being it can't chump block) that it became an instant mainstay in red decks.



* [[http://magiccards.info/query?q=!Savor+the+Moment Savor the Moment]] from ''Shadowmoor'' lets you take an extra turn for only 1 more blue mana than Time Walk.... but at the cost of skipping your untap step. There might be a deck that could abuse this with upkeep or other automatic effects, but in most cases skipping the untap step reduces the extra turn to just drawing a card (or doing things postponed from the last turn).

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* [[http://magiccards.info/query?q=!Savor+the+Moment Savor the Moment]] from ''Shadowmoor'' lets you take an extra turn for only 1 more blue mana than Time Walk.... but at the cost of skipping your untap step. There might be a deck that could abuse this with upkeep or other automatic effects, but in most cases skipping the untap step reduces the extra turn to just drawing a card (or doing things postponed from the last turn). Downplayed because, well, it ''is'' still an extra turn, meaning you get to play an extra land, use your Planeswalkers' abilities again, draw a card, and attack with or tap whatever creatures you played on your last turn (effectively giving them Haste), so it's far from useless but also less abusable than other extra turn options.
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* Most InstantWinCondition cards end up being impractical. While it's incredibly satisfying to use these spells and actually have them go off, and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=83133 Battle of Wits]] has even seen some high-level tournament play, it's much more practical to use conventional means. Many of them are so slow that the game will most likely be over long before they finish charging, and if it ''does'' go on that long, you can probably win just as easily with, say, a large flying creature. Also, many instant-win cards only activate if their condition is true at the start of your turn, which means your opponent usually has a full turn to either destroy the card, invalidate the condition or finish you off (unless you can somehow create the right condition at instant speed just before the end of their turn). Some specific examples:

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* Most InstantWinCondition cards end up being impractical. While it's incredibly satisfying to use these spells and actually have them go off, and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=83133 Battle of Wits]] has even seen some high-level tournament play, play with [[http://mtgtop8.com/event?e=16425&d=301493&f=ST a top 8 finish]] at a Grand Prix, it's much more practical to use conventional means. Many of them are so slow that the game will most likely be over long before they finish charging, and if it ''does'' go on that long, you can probably win just as easily with, say, a large flying creature. Also, many instant-win cards only activate if their condition is true at the start of your turn, which means your opponent usually has a full turn to either destroy the card, invalidate the condition or finish you off (unless you can somehow create the right condition at instant speed just before the end of their turn). Some specific examples:
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* From the Universes Beyond ''[[Franchise/TolkiensLegendarium Lord of the Rings]]'' set, there's [[https://scryfall.com/card/ltc/4/sauron-lord-of-the-rings Sauron, Lord of the Rings]]. His on-cast trigger alone is huge, giving you a 5-point amass trigger, some self-mill and a reanimation effect before he even enters the battlefield. When he does get there, he's a huge trampler who triggers the "tempted by the Ring" mechanic every time an opponent's creature dies. Unfortunately, what he ''doesn't'' have is any kind of haste or protection effect, making him very vulnerable to removal, and you are paying a hefty 8 mana for each use of that on-cast trigger. In his natural Commander environment, he's further limited by his Grixis colour identity, which means that his deck will be very reliant on artifacts to speed up its mana; the Commander tax putting his price up by 2 each time he dies is likely to swiftly outpace the manabase in all but the best-engineered decks.
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* [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=193535 Spawnsire of Ulamog's]] ability lets you play as many of the humongous Eldrazi cards as you want, right now, for no extra cost, and without even having to have them in your deck... if you can somehow get the whopping ''twenty'' mana it takes to activate it. It wouldn't be terrible, except that having all of your Eldrazi at once is almost always overkill--for just over half the mana cost as the Spawnsire of Ulamog, you could just cast [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=261321 Ulamog]] itself and skip the middleman.

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* [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=193535 Spawnsire of Ulamog's]] ability lets you play as many of the humongous Eldrazi cards as you want, right now, for no extra cost, and without even having to have them in your deck... if you can somehow get the whopping ''twenty'' mana it takes to activate it. It wouldn't be terrible, except that having all of your Having one big Eldrazi at once is almost always overkill--for just over half often enough to win the mana cost as the game, a dozen is complete overkill. Instead of spending 10 on Spawnsire of Ulamog, Ulamog and another 20 to activate it, you could can just cast [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=261321 Ulamog]] itself AND another Eldrazi Titan of your choice for less mana and skip the middleman.



* [[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; she instantly kills any creature she deals damage to, and any player that takes damage from her loses the game. To counterbalance this, Phage also has an ability where if she isn't cast from her controller's hand, ''that player'' loses the game. Opponents will probably have much larger creatures by the time you have 3BBBB handy to play her. Also, she doesn't have indestructible, first strike, or trample. Combos to get her into play from the graveyard or library just don't work. And she's still vulnerable to counterspells, blocking, instant-kill spells, and so on. Abilities in later editions render her deathtouch ability almost moot, and there are so many ways to get rid of her that it's almost not worth the trouble of setting up a combo to summon her. And just to twist the knife further, should you somehow manage to get her into play, your opponent can still "blink" Phage (that is, exile her and then return her to the battlefield, such as with [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=15127 Flicker]]). The result? Her first ability will trigger, see that you didn't cast her from your hand, and ''[[NonStandardGameOver you'll instantly lose the game]]''.\\

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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; she instantly kills any creature she deals damage to, and any player that takes damage from her loses the game. To counterbalance this, Phage also has an ability where if she isn't cast from her controller's hand, ''that player'' loses the game. While there are some combos to circumvent this, there's almost always going to be easier ways of getting better creatures. Opponents will probably have much larger creatures by the time you have 3BBBB handy to play her. Also, she her or have managed to cheat her into play without instantly losing. She doesn't have indestructible, first strike, or trample. Combos to get her into play from the graveyard or library just don't work. And trample, and she's still vulnerable to counterspells, blocking, instant-kill spells, and so on. Abilities in later editions render her deathtouch ability almost moot, and there are so many ways to get rid of her that it's almost not worth the trouble of setting up a combo to summon her. And just to twist the knife further, should you somehow manage to get her into play, your opponent can still "blink" Phage (that is, exile her and then return her to the battlefield, such as with [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=15127 Flicker]]). The result? Her first ability will trigger, see that you didn't cast her from your hand, and ''[[NonStandardGameOver you'll instantly lose the game]]''.\\
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** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=184593 Marjhan]]: 7/7 for 5UU. It only untaps if you're willing to spend UU and sacrifice a creature at the beginning of your upkeep. It's also sacrificed if you don't control an Island, and can't attack if your opponent doesn't control one.

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** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=184593 Marjhan]]: 7/7 8/8 for 5UU. It only untaps if you're willing to spend UU and sacrifice a creature at the beginning of your upkeep. It's also sacrificed if you don't control an Island, and can't attack if your opponent doesn't control one.
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* The rather amusing combo that pairs Battle of Wits 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 a bored billionaire would 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. Hell, even just ''one'' Emrakul is already a 15/15 Flyer with protection from colored spells and which causes opponents to sacrifice six creatures every time she attacks, meaning she'll likely win you the game by the time you get her out, and why she's banned in Commander.
* Triggering the ability of [[http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Door%20to%20Nothingness Door to Nothingness]] can be especially difficult. You have to have two mana of each of the five colors to trigger its ability, which is far from trivial to achieve. You also have to leave it sitting on the table for at least one full turn and hope it doesn't get destroyed. However, if you do succeed in this, the target player loses the game on the spot. It's even more impractical in multiplayer games, as unlike many other alternate win conditions, it only kills off one player, after which the Door is sacrificed.

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* The rather amusing combo that pairs Battle of Wits 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 a bored billionaire would 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. Hell, even just ''one'' Emrakul is already a 15/15 Flyer with protection from colored spells and which causes opponents to sacrifice six creatures permanents every time she attacks, meaning she'll likely win you the game by the time you get her out, and why she's banned in Commander.
Commander; having 200 turns to attack with her is [[ThereIsNoKillLikeOverkill usually enough to kill an opponent many times over]].
* Triggering the ability of [[http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Door%20to%20Nothingness Door to Nothingness]] can be especially difficult. You have to have two mana of each of the five colors to trigger its ability, which is far from trivial to achieve. You also have to leave it sitting on the table for at least one full turn and hope it doesn't get destroyed. However, if you do succeed in this, the target player loses the game on the spot. It's even more impractical in multiplayer games, as unlike many other alternate win conditions, it only kills off one player, after which the Door is sacrificed.sacrificed... assuming that [[EnemyMine your opponents haven't teamed up to kill you before you can use the effect]].
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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; she instantly kills any creature she deals damage to, and any player that takes damage from her loses the game. To counterbalance this, Phage also has an ability where if she isn't cast from her controller's hand, ''that player'' loses the game. Opponents will probably have much larger creatures by the time you have 3BBBB handy to play her. Also, she doesn't have indestructible, first strike, or trample. Combos to get her into play from the graveyard or library just don't work. And she's still vulnerable to counterspells, blocking, instant-kill spells, and so on. Abilities in later editions render her deathtouch ability almost moot, and there are so many ways to get rid of her that it's almost not worth the trouble of setting up a combo to summon her. And just to twist the knife further, should you somehow manage to get her into play, your opponent can still "blink" Phage (that is, exile her and then return her to the battlefield, such as with [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=15127 Flicker]]). The result? Her first ability will trigger, see that you didn't cast her from your hand, and ''you lose''.\\

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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; she instantly kills any creature she deals damage to, and any player that takes damage from her loses the game. To counterbalance this, Phage also has an ability where if she isn't cast from her controller's hand, ''that player'' loses the game. Opponents will probably have much larger creatures by the time you have 3BBBB handy to play her. Also, she doesn't have indestructible, first strike, or trample. Combos to get her into play from the graveyard or library just don't work. And she's still vulnerable to counterspells, blocking, instant-kill spells, and so on. Abilities in later editions render her deathtouch ability almost moot, and there are so many ways to get rid of her that it's almost not worth the trouble of setting up a combo to summon her. And just to twist the knife further, should you somehow manage to get her into play, your opponent can still "blink" Phage (that is, exile her and then return her to the battlefield, such as with [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=15127 Flicker]]). The result? Her first ability will trigger, see that you didn't cast her from your hand, and ''you lose''.''[[NonStandardGameOver you'll instantly lose the game]]''.\\
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* In theory, [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=89022 Tunnel Vision]] is potentially a very dangerous card in Commander games, as Commander's nature of allowing only one copy of any non-basic land card in any deck allows you to strip an opponent's library of all but one card as long as that one card is at the bottom of the library, something you can manipulate using things like [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=220497 Spin Into Myth]] and [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=456831 Vessel of Endless Rest]]. There's just a few problems: One, Tunnel Vision is a sorcery, and even otherwise your opponent still has ways to shuffle their deck before it resolves, ruining your chance to guess correctly; two, as Tunnel Vision still leaves said opponent with that one card, and thus one last turn before they deck out, they can still turn the situation around; three, there are cards that can punish mill strategies such as the original Eldrazi titans; and four, Tunnel Vision is ultimately a single-target spell, so using it on anyone but your last opponent will very likely put a massive "KILL ME" neon sign on you, and this is assuming you have contingency plans that allows you to reuse Tunnel Vision on your other opponents.
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** As of the Kamigawa Neon Dynasty expansion, you can replace the Mirror Gallery for [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=548563 Mirror Box]], which is a cheaper artifact that achieves an even better effect and gives a mayor buff to your non-token Iona. Note, however, that this only a 2 mana discount for the whole combo. You still need about 21 mana worth of very specific resources to pull this off.

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** As of the Kamigawa Neon Dynasty expansion, you can replace the Mirror Gallery for [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=548563 Mirror Box]], which is a cheaper artifact that achieves an even better effect and gives a mayor major buff to your non-token Iona. Note, however, that this only a 2 mana discount for the whole combo. You still need about 21 mana worth of very specific resources to pull this off.
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* [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=456837 Dark Depths]] can get you an indestructible 20/20 flier. The catch? You have to sink 30 mana into removing all of the ice counters on it first. Even if you don't die trying to do that, your opponent will probably be able to deal with such a creature by the time you get it out. It doesn't help that Dark Depths is a land that can't produce mana. However, the release of [[https://gatherer.wizards.com/Pages/Card/Details.aspx?name=Vampire%20Hexmage Vampire Hexmage]] pushed it to plain Awesome -- the Vampire costs two black mana and can be sacrificed to remove all the ice counters for free, which can get you a 20/20 as early as turn 2 or 3.
** [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366353 Thespian's Stage]] being activated to duplicate Dark Depths, but without the counters, can also get you a Turn 3 Marit Lage. Even more awesome when you're copying your '''opponent's''' Dark Depths instead, before they can even respond.

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* [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=456837 Dark Depths]] can get you an indestructible 20/20 flier. The catch? You have to sink 30 mana into removing all of the ice counters on it first. Even if you don't die trying to do that, your opponent will probably be able to deal with such a creature by the time you get it out. It doesn't help that Dark Depths is a land that can't produce mana. However, the release of [[https://gatherer.wizards.com/Pages/Card/Details.aspx?name=Vampire%20Hexmage Vampire Hexmage]] pushed it to plain Awesome -- the Vampire costs two black mana and can be sacrificed to remove all the ice counters for free, which can get you a 20/20 as early as turn 2 or 3.
**
3. [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366353 Thespian's Stage]] being activated to duplicate Dark Depths, but without the counters, can also get you a Turn 3 Marit Lage. Even more awesome when you're copying your '''opponent's''' Dark Depths instead, before they can even respond. In fact, the combos to cheat out Marit Lage combined with all the land support in Legacy has made Dark Depths not just viable, but ''powerful'' - if you didn't come prepared for the combo, you're all but guaranteed to get one-shotted by an indestructible EldritchAbomination.
** The other card capable of summoning Marit Lage, [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=595137 Marit Lage's Slumber]], still falls under this category after Dark Depths became just plain Awesome. Having ten Snow permanents in play is a much taller order because removal exists, and Slumber itself is a 2-mana Enchantment and therefore more prone to removal than a Land like Dark Depths, especially since its summoning effect requires you to wait for your next upkeep and hope your opponent doesn't destroy ''something'' (though Slumber also has a more BoringButPractical ability to scry 1 each time you put a Snow permanent into play, including itself, so it's not just dead weight).
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* Triggering the ability of [[http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Door%20to%20Nothingness Door to Nothingness]] can be especially difficult. You have to have two mana of each of the five colors to trigger its ability, which is far from trivial to achieve. You also have to leave it sitting on the table for at least one full turn and hope it doesn't get destroyed. However, if you do succeed in this, the target player loses the game on the spot.

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* Triggering the ability of [[http://gatherer.wizards.com/Pages/Card/Details.aspx?name=Door%20to%20Nothingness Door to Nothingness]] can be especially difficult. You have to have two mana of each of the five colors to trigger its ability, which is far from trivial to achieve. You also have to leave it sitting on the table for at least one full turn and hope it doesn't get destroyed. However, if you do succeed in this, the target player loses the game on the spot. It's even more impractical in multiplayer games, as unlike many other alternate win conditions, it only kills off one player, after which the Door is sacrificed.

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** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=193467 Near-Death Experience]] requires you to be at exactly 1 life at the beginning of your upkeep.
** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=29978 Chance Encounter]] requires winning ten coin flips. Your opponent losing one does ''not'' count.

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** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=193467 Near-Death Experience]] requires you to be at exactly 1 life at the beginning of your upkeep.
upkeep. Which means that you need to get yourself down to exactly 1 life and survive the opponent's turn (or get yourself down to 1 life during their turn), at which point even the slightest scratch will kill you, while also dumping a hefty 2WWW into a card that does nothing on its own and praying that Near-Death Experience itself also survives the opponent's turn.
** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=29978 Chance Encounter]] requires winning ten coin flips. Your opponent losing one does ''not'' count.


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** [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=136048 Barren Glory]] wins you the game if you control no permanents other than Barren Glory itself and have no cards in hand at the beginning of your upkeep. What this translates to is getting a 6-mana enchantment (a veritable fortune for a card that doesn't affect the board in any way) into play while ''getting rid of everything else you have, lands included,'' thus leaving yourself completely defenseless, which itself takes a concerted effort. If you can somehow pull this off and not get killed on your opponent's turn, chances are you were probably winning anyway even before scrubbing your hand and board.
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** [[https://scryfall.com/card/snc/15/halo-fountain Halo Fountain]] lets you win the game on the spot, so long as you have five white mana available as well as fifteen creatures to untap. By the time you even ''have'' that many creatures to untap (almost certainly through token generators), you're probably about to win the game anyway, plus the WWWWW cost is difficult to pay in a multicolor deck unless you run obscene amounts of mana-fixing. Appropriately, its other two abilities are BoringButPractical, and most decks that include Halo Fountain do so for those, not the instant game-winner.
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* [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=46165 Eater of Days]] is a 9/8 that comes with both flying and trample, so it at least has evasion. Unfortunately, it has the terrible drawback of making you skip the next two turns after you play it, which gives your opponent a lot of time to deal with the creature and set up their own board. Short of countering its ability, there is no way to get around this, and even if you successfully pull that off, it's still an artifact creature with no protection.

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* [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=46165 Eater of Days]] is a 9/8 that comes with both flying and trample, so it at least has evasion. Unfortunately, it has the terrible drawback of making you skip the your next two turns after you play it, which gives your opponent a lot of time to deal with the creature and set up their own board. It doesn't have haste, so you don't even get to attack with it before you miss two turns. Short of countering its ability, there is no way to get around this, its drawback, and even if you successfully pull that off, it's still an artifact creature with no protection.

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