History GameBreaker / MagicTheGathering

7th Jun '16 6:42:33 PM BenKenobi
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*** "As an additional cost to cast Yawgmoth's Bargain, pay 19 life. Draw 19 cards."
19th May '16 1:46:00 PM Nitramy
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** Vampire Hexmage itself could be considered a Game Breaker. Aside from having First Strike, it also has a very specific-sounding ability but is in fact extremely versatile, able to do things like remove +1/+1 or -1/-1 counters from creatures, reset cumulative upkeeps, set back several enchantments using "quest" counters, and most importantly, '''instantly gib planeswalkers''', all for 2 mana.

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** Vampire Hexmage itself could be considered a Game Breaker. Aside from having First Strike, it also has a very specific-sounding ability but is in fact extremely versatile, able to do things like remove +1/+1 or -1/-1 counters from creatures, reset cumulative upkeeps, set back several enchantments using "quest" counters, cure you from Phyrexian infection, and most importantly, '''instantly gib planeswalkers''', all for 2 mana.
19th May '16 1:41:51 PM Nitramy
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* [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=386666 Siege Rhino]]: it's a Leatherback Baloth that has Blood Tithe when it hits the battlefield for just 4 mana. Impressive, but gets unfair really quickly when you start dropping multiples of it on your hapless opponent.

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* [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=386666 Siege Rhino]]: it's a Leatherback Baloth with Trample that has activates Blood Tithe when it hits the battlefield for just 4 mana. Impressive, Obviously undercosted and overpowered, but gets unfair really quickly when you start dropping multiples of it on your hapless opponent.opponent via clones, and ensuring it hits the battlefield as soon as possible via Bring to Light turns it into a Game Breaker.
11th May '16 6:27:03 AM Nitramy
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* [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=386666 Siege Rhino]]: it's a Leatherback Baloth that has Blood Tithe when it hits the battlefield for just 4 mana. Impressive, but gets unfair really quickly when you start dropping multiples of it on your hapless opponent.
26th Apr '16 8:36:42 PM FlakyPorcupine
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* You better not be playing a mono-color deck if your opponent slaps [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=401636 Iona, Shield of Emeria]] on the field. Even with its big, scary mana cost there's always plenty of reanimate spells around.
26th Apr '16 8:11:48 PM FlakyPorcupine
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*** [[http://magiccards.info/query?q=Jeskai+Ascendancy&v=card&s=cname Jeskai Ascendancy]] forms an instant-win combo too: With enough mana-producing creatures, noncreature spells ''add'' mana to your pool & can dig up your entire library; from there, spend the surplus mana on your win condition of choice .

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*** [[http://magiccards.info/query?q=Jeskai+Ascendancy&v=card&s=cname Jeskai Ascendancy]] forms an instant-win combo too: With enough mana-producing creatures, noncreature spells ''add'' mana to your pool & can dig up your entire library; from there, spend the surplus mana on your win condition of choice .choice.
*** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366411 Enter the Infinite]] has a few nasty combos if one is able to cast it (and blue has a few ways of doing so without paying the mana cost on top of that) for a variety of reasons. The most obvious being [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=288937 Omniscience]] (being able to play out your entire deck) and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=230788 Laboratory Maniac]] (have a draw effect handy? You win!).


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* [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=373635 Prophet of Kruphix]] had its fair amount of play in Standard, but Elder Dragon Highlander was where the card truly shined. While it doesn't give itself any protection from threats on its own, being able to untap your lands and creatures and giving creatures in your hand flash on top of it gave any deck running blue or green an insane advantage: the two colors that loves creatures that could tap and bounce or counter threats outright. Which naturally meant that any deck that could run it did. About two years after it was introduced, the card was eventually banned in EDH.
10th Apr '16 1:35:53 AM InfinityPlusTwo
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** In the Time Spiral set, the "Suspend" mechanic was used to create a cycle of new versions of extremely powerful cards in each color, each of which could only be cast by suspending them (normally, at least- they could also be cast by some other methods, such as [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=50117 Fist of Suns]] or the "Cascade" ability). The Time Spiral version of Ancestral Recall, [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=189244 Ancestral Vision]], is basically the same as Ancestral Recall but makes you wait 4 turns to get your cards. And it's still banned in Modern.

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** In the Time Spiral set, the "Suspend" mechanic was used to create a cycle of new versions of extremely powerful cards in each color, each of which could only be cast by suspending them (normally, at least- they could also be cast by some other methods, such as [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=50117 Fist of Suns]] or the "Cascade" ability). The Time Spiral version of Ancestral Recall, [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=189244 Ancestral Vision]], is basically the same as Ancestral Recall but makes you wait 4 turns to get your cards. And it's it was still banned in Modern.Modern for a long time.



* [[http://magiccards.info/wwk/en/136.html Eye of Ugin]] and [[http://magiccards.info/roe/en/227.html Eldrazi Temple]] in conjunction with the low-cost Eldrazi from ''Oath of the Gatewatch'' let a player flood the board with cheap or free Eldrazi and win before his or her opponent can respond. Eldrazi decks were an outright majority & 43% of all decks played at PT Atlanta 2016, one of the most lopsided Pro Tours in ''Magic'' history.

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* When they were originally printed in the Zendikar block, [[http://magiccards.info/wwk/en/136.html Eye of Ugin]] and [[http://magiccards.info/roe/en/227.html Eldrazi Temple]] in conjunction with were fairly reasonable cards. At the time, there weren't very many Colorless Eldrazi spells and all of them cost at least 7 mana; you could use them to ramp up to the huge Eldrazi spells and get them out a few turns earlier but they didn't do much early on in the game. But then when the game returned to the plane of Zendikar years later in Battle for Zendikar, it gave the Eldrazi Lands a lot of new toys to play with- the Devoid mechanic let Eldrazi spells be Colorless even while they had Colored Mana in their costs, meaning they could be affected by Eye of Ugin and Eldrazi Temple, and there were many low-cost Eldrazi, allowing Eldrazi from decks to become a force to be reckoned with in Modern, and then they got even better in ''Oath of the Gatewatch'' thanks to cards like [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=407512 Eldrazi Mimic]] (free to cast with Eye of Ugin out), [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=407519 Thought-Knot Seer]] (which could hose whatever answer your opponent might have for your plans before they ever got a chance to cast it), and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=407517 Reality Smasher]] that could let a player easily flood the board with cheap or free Eldrazi and win before his or her opponent can respond. respond; it was not uncommon to see Eldrazi decks win on turn 3 (or even turn 2 with a perfect opening hand) in Modern if they got multiple free Eldrazi Mimics out on their first turn. Eldrazi Temple tapping for 2 mana every turn made it almost as good as a Sol Ring, and Eye of Ugin could sometimes effectively give ''even more of a mana advantage than that'' by casting lots of cheap or free spells very quickly. The complete dominance of Eldrazi decks in Modern got Eye of Ugin banned a few months after Oath of the Gatewatch was released; while it was legal, Eldrazi decks were an outright majority & 43% of all decks played at PT Atlanta 2016, one of the most lopsided Pro Tours in ''Magic'' history. history.
27th Mar '16 4:31:16 PM slvstrChung
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*** Additionally, Fastbond is a crazy overpowered card but has two main drawbacks: first, it makes you lose life faster and may end up dead if you don't draw a big card to take advantage of all the insane mana. In Commander, you have 40 life ''and'' always start with a castable Commander. Meaning, opening with Fastbond in Commander equals you win.

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*** Additionally, Fastbond is a crazy overpowered card but has two main drawbacks: first, it makes you lose life faster and may end up dead if you don't draw a big card to take advantage of all the insane mana. In Commander, you have 40 life ''and'' always start with a castable Commander. Meaning, opening with Fastbond in Commander equals you win. Of course, since the rules of the Commander format state that you can only have one copy of any card (besides basic lands) in your deck, and that your deck must be 100 cards or larger, opening with it in your hand is a trickier prospect than it sounds.
8th Mar '16 3:55:50 PM AceOfScarabs
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** Speaking or ''Red'' turbo-mana, [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=243487 Seething Song]] is currently banned in Modern because it fuels some degenerate combos, in particular Storm decks.

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** Speaking or of ''Red'' turbo-mana, [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=243487 Seething Song]] is currently banned in Modern because it fuels some degenerate combos, in particular Storm decks.
8th Mar '16 2:53:48 PM AceOfScarabs
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** Speaking or ''Red'' turbo-mana, [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=243487 Seething Song]] is currently banned in Modern because it fuels some degenerate combos, in particular Storm decks.
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