History GameBreaker / MagicTheGathering

12th Feb '18 7:36:41 PM Gadjiltron
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*** The Magic 2014 legend rules added a new way to cheat around Dark Depth's enormous cost with [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366353 Thespian's Stage]]: When Thespian's Stage becomes a copy of Dark Depths, it will have no ice counters on it and the new legend rules allow you to remove the original Dark Depths while leaving the new one intact.

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*** The Magic 2014 legend rules added a new way to cheat around Dark Depth's enormous cost with [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366353 Thespian's Stage]]: When Thespian's Stage becomes a copy of Dark Depths, it will have no ice counters on it and the new legend rules allow you to remove the original Dark Depths while leaving the new one intact. The same thing can be accomplished by using [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=430854 Mirage Mirror's]] ability on Dark Depths.



** And it should be noted that that Website is more than a decade out of date, and plenty of new infinite combos have been made possible since then. Though Wizards has generally gotten better about not allowing them (or at least making them harder to pull off), there are still many decks build around exploting them. Some examples of infinite loops:
*** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=220364 Myr Galvanizer]] can, for one colorless mana, untap all other Myrs you control. Some Myrs are capable of producing mana, so if you have 2 Myr Galvanizers and at least 2 of the [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=194063 Mana-Producing]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=194168 Myrs]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=194204 that]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=194378 generate]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=194384 one]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=214344 mana]] when tapped (or one [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=212251 Palladium Myr]], which generates two colorless mana), then you can tap the Mana Myrs for 2 mana, pay 1 to tap one of the Galvanizers and untap them, tap them for two more Mana, tap the other Myr Galvanizer to untap the Mana Myrs again and the other Myr Galvanizer, and repeat to get as much mana as you want that those artifacts can produce.
*** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=240134 Exquisite Blood]] and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=190190 Sanguine Bond]] basically have the opposite effects- Exquisite Blood heals you whenever one of your opponents takes damage, and Sanguine Bond damages your opponents whenever you get healed. Neither is terribly overpowered on their own, but when you have both at the same time, anything that triggers the effect of Exquisite Blood will cause Sanguine Bond's effect to trigger when Exquisite Blood's effect resolves, and vice versa, creating an infinite loop that instantly kills all of your opponents as soon as either you heal so much as one life or any of your opponents takes so much as one damage.
*** The Shadowmoor Block introduced a number of cards that ''untap'' rather than tap as part of an activated ability cost. Sure, all of the abilities cost a bit of mana, and you have to get them tapped to use the ability, but tapping them isn't too difficult, especially if you use a card like [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=73558 Paradise Mantle]] or [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=131004 Utopia Vow]] to make the card in question continously tap for mana, effectively cheapening the cost of their ability and letting you repeat it as long as you have enough mana. This limitation was lowered a bit by [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5164 Heartstone]], and basically removed once [[http://gatherer.wizards.com/Pages/Card/Discussion.aspx?multiverseid=193490 Training Grounds]] appeared, which can reduce almost all of the untap cards' ability costs to 1- or 0, if you find a way to tap them for mana, thus allowing such things as [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=157210 infinite 1/1 tokens]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=147381 infinite mana]], or [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=151106 a +infinity power boost to all of your creatures]]. Or how about [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=152046 infinite counters]]? As long as you have at least one counter of any kind on something, you can use that to get as many of them as you want. This can also enable infinite mana and the like with cards such as [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=240135 Druids' Repository]], or perhaps you'd like [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=380491 infinite turns]] instead (as long as you always have a way to put at least one counter back on)? And this ''also'' includes loyalty counters, so...why not get out a planeswalker and spam their ultimate ability every turn? These cards also combo ''very'' nicely with [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=292757 Quicksilver Dagger]] (which is powerful in itself for a card of common rarity), allowing you to repeatedly do damage, draw a card, and add counters/spawn tokens/buff your creatures for as long as you have mana. Put that enchantment on Pili-Pala with a Training Grounds out, and you have an infinite damage/card-drawing combo, pinging your opponents until either they all reach 0 life or you run out of cards to draw (if they don't counter the ability or prevent the damage).
*** The [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366328 Duskmantle Guildmage]] and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=233078 Mindcrank]] combo. Duskmantle Guildmage makes your opponent lose life every time they mill cards from their deck, while Mindcrank makes them mill cards every time they lose life. For that matter, Duskmantle Guildmage's ability can make them lose life if a card goes to their graveyard from ''anywhere''. Discarded a card? Combo goes off, they lose. Card on their field goes to the graveyard? Combo goes off, they lose. Even casting an instant or sorcery that doesn't destroy Mindcrank causes them to lose when that spell resolves! Mindcrank can also combo with [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=197892 Bloodchief Ascension]] although that requires you to get three required quest counters on Bloodchief Ascension. On the other hand, Bloodchief costs less, is an enchantment (and thus harder to remove), and once it gets the counters, the ability is always active instead of requiring 3 mana to activate.
*** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=386571 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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** * And it should be noted that that Website is more than a decade out of date, and plenty of new infinite combos have been made possible since then. Though Wizards has generally gotten better about not allowing them (or at least making them harder to pull off), there are still many decks build built around exploting them. Some examples of infinite loops:
*** ** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=220364 Myr Galvanizer]] can, for one colorless mana, untap all other Myrs you control. Some Myrs are capable of producing mana, so if you have 2 Myr Galvanizers and at least 2 of the [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=194063 Mana-Producing]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=194168 Myrs]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=194204 that]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=194378 generate]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=194384 one]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=214344 mana]] when tapped (or one [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=212251 Palladium Myr]], which generates two colorless mana), then you can tap the Mana Myrs for 2 mana, pay 1 to tap one of the Galvanizers and untap them, tap them for two more Mana, tap the other Myr Galvanizer to untap the Mana Myrs again and the other Myr Galvanizer, and repeat to get as much mana as you want that those artifacts can produce.
*** ** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=240134 Exquisite Blood]] and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=190190 Sanguine Bond]] basically have the opposite effects- effects -- Exquisite Blood heals you whenever one of your opponents takes damage, and Sanguine Bond damages your opponents whenever you get healed. Neither is terribly overpowered on their own, but when you have both at the same time, anything that triggers the effect of Exquisite Blood will cause Sanguine Bond's effect to trigger when Exquisite Blood's effect resolves, and vice versa, creating an infinite loop that instantly kills all of your opponents as soon as either you heal so much as one life or any of your opponents takes so much as one damage.
*** ** The Shadowmoor Block introduced a number of cards that ''untap'' rather than tap as part of an activated ability cost. Sure, all of the abilities cost a bit of mana, and you have to get them tapped to use the ability, but tapping them isn't too difficult, especially if you use a card like [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=73558 Paradise Mantle]] or [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=131004 Utopia Vow]] to make the card in question continously tap for mana, effectively cheapening the cost of their ability and letting you repeat it as long as you have enough mana. This limitation was lowered a bit by [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=5164 Heartstone]], and basically removed once [[http://gatherer.wizards.com/Pages/Card/Discussion.aspx?multiverseid=193490 Training Grounds]] appeared, which can reduce almost all of the untap cards' ability costs to 1- 1 or 0, if you find a way to tap them for mana, thus allowing such things as [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=157210 infinite 1/1 tokens]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=147381 infinite mana]], or [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=151106 a +infinity power boost to all of your creatures]]. Or how about [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=152046 infinite counters]]? As long as you have at least one counter of any kind on something, you can use that to get as many of them as you want. This can also enable infinite mana and the like with cards such as [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=240135 Druids' Repository]], or perhaps you'd like [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=380491 infinite turns]] instead (as long as you always have a way to put at least one counter back on)? And this ''also'' includes loyalty counters, so...why not get out a planeswalker and spam their ultimate ability every turn? These cards also combo ''very'' nicely with [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=292757 Quicksilver Dagger]] (which is powerful in itself for a card of common rarity), allowing you to repeatedly do damage, draw a card, and add counters/spawn tokens/buff your creatures for as long as you have mana. Put that enchantment on Pili-Pala with a Training Grounds out, and you have an infinite damage/card-drawing combo, pinging your opponents until either they all reach 0 life or you run out of cards to draw (if they don't counter the ability or prevent the damage).
*** ** The [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366328 Duskmantle Guildmage]] and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=233078 Mindcrank]] combo. Duskmantle Guildmage makes your opponent lose life every time they mill cards from their deck, while Mindcrank makes them mill cards every time they lose life. For that matter, Duskmantle Guildmage's ability can make them lose life if a card goes to their graveyard from ''anywhere''. Discarded a card? Combo goes off, they lose. Card on their field goes to the graveyard? Combo goes off, they lose. Even casting an instant or sorcery that doesn't destroy Mindcrank causes them to lose when that spell resolves! Mindcrank can also combo with [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=197892 Bloodchief Ascension]] although that requires you to get three required quest counters on Bloodchief Ascension. On the other hand, Bloodchief costs less, is an enchantment (and thus harder to remove), and once it gets the counters, the ability is always active instead of requiring 3 mana to activate.
*** ** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=386571 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=47930 Panoptic Mirror]] lets you imprint a spell on it, letting you cast a copy of that spell for free during your upkeep. So of course you imprint [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=439354 Time Warp]] for an unending stream of extra turns. Panoptic Mirror is banned in Commander, where the pace of the game is slow enough to let you accomplish it.
** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=135429 Blowfly Infestation]] lets you place a new -1/-1 counter on another creature if a creature with said counter died. [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=426803 Nest of Scarabs]] creates a 1/1 Insect whenever you place a -1/-1 counter. So, by first killing a 1-toughness creature with a -1/-1 counter, you create a 1/1 Insect, and then get to place a new -1/-1 counter on that Insect. This lets you create a new 1/1 Insect and place a -1/-1 counter on it when the previous Insect dies, creating a loop until you choose to target something else. This is an infinite number of enter-the-battlefield and death triggers which can turn into lethal damage through outlets like [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=433031 Blood Artist]] or [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=394600 Impact Tremors]].


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*** And in Modern, Aether Vial is commonly abused with Merfolk. The deck runs a ''lot'' of 2-mana Merfolk, with several of them granting +1/+1 to other Merfolk you control, so it's not uncommon to see the deck flash in a nigh-unstoppable army that constantly buffs each other while dodging counterspells.


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*** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=417617 Dramatic Reversal]] untaps all nonland permanents you control. It's also a cheap instant that can be imprinted on Isochron Scepter. With a nonland mana generator, like [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=438796 Thran Dynamo]] for instance, you can get infinite mana and infinite cast triggers easily.
15th Jan '18 5:40:06 PM Gadjiltron
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* Several cards were banned from Standard in January 2018 to shut down a reigning deck and curb a problematic one:
** For the Temur Energy deck: [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=417718 Attune with Aether]] and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=423802 Rogue Refiner]]. Attune looks like a very humble spell worthy of its Common status, being a mere basic tutor that gives energy, but it offers great fixing and is ''the'' turn 1 Energy play, allowing the deck to be greedy with its mana base on top of setting up power plays for the next turn, like instantly powering [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=417734 Longtusk Cub]] to a 3/3. Rogue Refiner, akin to Attune, already has an excellent payout for its cost -- a decent 3/2 body with card draw on top of energy attached -- and all these upsides made it an autoinclude for the Energy deck which also caused most energy builds to appear very similar. Attune and Refiner both got the axe to force energy decks to diversify their builds.
** For Ramunap Red: [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=430870 Ramunap Ruins]] and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=435308 Rampaging Ferocidon]]. Ramunap Ruins turned out to be incredibly strong, functioning as an unstoppable 2 damage on the opponent for when games go long, effectively forcing the opponent to play on around 14 to 12 life and getting it a great advantage on control decks. Rampaging Ferocidon was initially designed to counter the "Copy-Cat" combo before it got banned, and now that the combo is non-existent, Ferocidon went ahead to become one of Ramunap Red's strongest cards, effectively covering its weaknesses to wide boards and life gain. Banning Ramunap Ruins cuts off the deck's ability to close games, and banning Ferocidon opens up more avenues for countering the deck in general.
12th Jan '18 5:31:08 AM Gadjiltron
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[[foldercontrol]]



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Note that a good number of the strongest combos listed below only require two specific cards that may or may not have a total color combination of 3 or fewer colors. Needing more parts or colors would instead push the combo towards AwesomeButImpractical or CoolButInefficient due to needing more setup and/or mana.


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* The ability to untap permanents is a very powerful tool, as most cards with tap abilities are usually balanced around only being able to be used once per turn. The most potent untap interactions involve the ability to untap mana sources, especially sources that tap for more mana than what you pay for the untapping ability. It gets even more insane if that untap ability can be used multiple times a turn. Many such cards were present in the Rath and Urza block which is why the game is far from balanced then. There's little wonder why many untap abilities on more recent cards are also restricted with the tap symbol.
8th Jan '18 1:41:19 AM GoblinCipher
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*** The irony of all of these "fixed" Ancestral Recall is highlighted in Modern format where all of them have been banned except for the most gimped version, [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=50145 Serum Visions]]. Even so, it manages to be one of the most popular cards of the format and goes into a wide variety of decks.

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*** The irony of all of these "fixed" Ancestral Recall is highlighted in Modern format where all of them have been banned except for the most gimped nerfed version, [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=50145 Serum Visions]]. Even so, it manages to be one of the most popular cards of the format and goes into a wide variety of decks.
7th Jan '18 9:10:02 PM digiman619
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*** This isn't actually the reason the Probe was broken, as [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=130903 one mana blue spells that look at your opponent's hand]] had been done before. The problem is that it cost [[CastFromHitPoints Phyrexian mana]]. This let you look at your opponents hand and draw a card with no mana investment, helping you dig for your combo pieces and still use your mana to advance your board state. Sure, it cost you some life, but a) it could be done in any color and b) [[CriticalExistenceFailure the only life that matters is the last one]],
7th Jan '18 8:40:53 PM digiman619
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** Mark Rosewater has referenced Yawgmoth's Bargain a couple times when talking about mistakes he made in card design and this taught him that that anything that will exchange 1 card for 1 life and is reasonably costed is going to be broken. Interestingly, in another article, he implied that they justified the card by reasoning that 6 mana was too expensive for it to be broken (in all fairness, six mana is a lot). He has also pointed out that the missing effects from Necropotence are because Bargain was ''not'' supposed to be a fixed Necro: instead, it was supposed to a non-crappy version of [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=376355 Greed]]. Well, mission certainly accomplished there.

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** Mark Rosewater has referenced Yawgmoth's Bargain a couple times when talking about mistakes he made in card design and this taught him that that anything that will exchange 1 card for 1 life and is reasonably costed is going to be broken. Interestingly, in another article, he implied that they justified the card by reasoning that 6 mana was too expensive for it to be broken (in all fairness, six mana is a lot). He has also pointed out that the missing effects from Necropotence are because Bargain was ''not'' supposed to be a fixed Necro: instead, it was supposed to a non-crappy version of [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=376355 Greed]]. Well, [[GoneHorriblyRight mission certainly accomplished there.]]
9th Dec '17 9:28:23 PM InfinityPlusTwo
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* All cards from the ''Unglued'' and ''Unhinged'' SelfParody sets are banned in normal play, but some of the cards from these sets are so overpowered that if used in normal play they would be considered an enormous game breaker. [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=73967 R&D's Secret Lair]] (which doesn't so much break the game as destroy it) and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=73947 Gleemax]] (which lets you control ''any card in play'' if you can sneak around its enormous casting cost) are key examples. The third un-set, Unstable, added another amazingly broken card in [[Rules Lawyer]], which like Secret Lair, doesn't so much break the game as shatter it into a million tiny pieces, especially if you can get two of them out so they can protect each other.

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* All cards from the ''Unglued'' and ''Unhinged'' SelfParody sets are banned in normal play, but some of the cards from these sets are so overpowered that if used in normal play they would be considered an enormous game breaker. [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=73967 R&D's Secret Lair]] (which doesn't so much break the game as destroy it) and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=73947 Gleemax]] (which lets you control ''any card in play'' if you can sneak around its enormous casting cost) are key examples. The third un-set, Unstable, added another amazingly broken card in [[Rules [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=439409 Rules Lawyer]], which like Secret Lair, doesn't so much break the game as shatter it into a million tiny pieces, especially if you can get two of them out so they can protect each other.other. It's effectively Platinum Angel + Avacyn, Angel of Hope on steroids, with some other useful abilities added on top of that.
9th Dec '17 9:26:37 PM InfinityPlusTwo
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* All cards from the ''Unglued'' and ''Unhinged'' SelfParody sets are banned in normal play, but some of the cards from these sets are so overpowered that if used in normal play they would be considered an enormous game breaker. [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=73967 R&D's Secret Lair]] (which doesn't so much break the game as destroy it) and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=73947 Gleemax]] (which lets you control ''any card in play'' if you can sneak around its enormous casting cost) are key examples.

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* All cards from the ''Unglued'' and ''Unhinged'' SelfParody sets are banned in normal play, but some of the cards from these sets are so overpowered that if used in normal play they would be considered an enormous game breaker. [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=73967 R&D's Secret Lair]] (which doesn't so much break the game as destroy it) and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=73947 Gleemax]] (which lets you control ''any card in play'' if you can sneak around its enormous casting cost) are key examples. The third un-set, Unstable, added another amazingly broken card in [[Rules Lawyer]], which like Secret Lair, doesn't so much break the game as shatter it into a million tiny pieces, especially if you can get two of them out so they can protect each other.
18th Nov '17 9:43:55 PM InfinityPlusTwo
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** They tried again to make a "balanced" Black Lotus with [[http://gatherer.wizards.com/Pages/Card/Discussion.aspx?popularpage=3&multiverseid=4593#popularPosts Lotus Vale]] at the cost of two untapped lands to be sacrificed to the graveyard. Unfortunately, it could originally be tapped in response to having to sacrifice it for not paying the cost. Consequently Oracle had to completely rewrite the wording.

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** They tried again to make a "balanced" Black Lotus with [[http://gatherer.wizards.com/Pages/Card/Discussion.aspx?popularpage=3&multiverseid=4593#popularPosts com/Pages/Card/Details.aspx?multiverseid=4593 Lotus Vale]] at the cost of two untapped lands to be sacrificed to the graveyard. Unfortunately, it could originally be tapped in response to having to sacrifice it for not paying the cost. Consequently Oracle had to completely rewrite the wording.



* [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=397553 Dream Halls]] is a powerful card which allows any coloured card to be played by simply discarding another. [[http://magic.wizards.com/en/articles/archive/making-magic/mistakes-iíve-made-few-2002-11-11-0 As Mark Rosewater later admitted]], once it hits the table, you start playing a totally different game where Land and mana have nothing to do with whether or not you can cast the majority of spells in your deck. It was at it's most powerful when played with 'free' creatures like [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=10682 Great Whale]]; you could throw down a Great Whale and untap all your Lands, even though you hadn't actually tapped any lands to pay for it. Errata were issued quickly saying that such creatures could only untap lands if they came into play from your hand, though these have since been removed. Oh, and discarding a lot of cards, is that Yawgmoth's Will I hear? In addition, since it replaces mana cost rather than putting the card directly into play, it also avoids negative effects on cards that try to stop you dodging their casting costs like [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=382324 Phage the Untouchable]]. The years have been kind to Dream Halls, given you can now toss some no-name blue card to play ridiculous things like [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366411 Enter the Infinite]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=430669 Omniscience]] or [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=370405 Progenitus]]. With [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=420607 Painter's Servant]] it can even get around its usual inability to cast artifacts!

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* [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=397553 Dream Halls]] is a powerful card which allows any coloured card to be played by simply discarding another. [[http://magic.wizards.com/en/articles/archive/making-magic/mistakes-iíve-made-few-2002-11-11-0 As Mark Rosewater later admitted]], once it hits the table, you start playing a totally different game where Land and mana have nothing to do with whether or not you can cast the majority of spells in your deck. It was at it's most powerful when played with 'free' creatures like [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=10682 Great Whale]]; you could throw down a Great Whale and untap all your Lands, even though you hadn't actually tapped any lands to pay for it. Errata were issued quickly saying that such creatures could only untap lands if they came into play from your hand, though these have since been removed. Oh, and discarding a lot of cards, is that Yawgmoth's Will I hear? In addition, since it replaces mana cost rather than putting the card directly into play, it also avoids negative effects on cards that try to stop you dodging their casting costs like [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=382324 Phage the Untouchable]]. The years have been kind to Dream Halls, given you can now toss some no-name blue card to play ridiculous things like [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366411 Enter the Infinite]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=430669 Omniscience]] or [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=370405 Progenitus]]. With [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=420607 Painter's Servant]] it can even get around its usual inability to cast artifacts!artifacts, and now basically reads: "Discard a card: Cast another card without paying its mana cost"
28th Oct '17 2:33:55 PM AnonFangeekGirl
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* [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=600 Black Lotus]] is the Holy Grail of Magic cards. A genuine Black Lotus costs thousands of dollars with high-grade Black Lotuses from the alpha release selling for tens of thousands. Rarity is only part of the reason for the value; the sheer power of the card drives its value just as much. In a game where mana is everything, three mana of any colour you like for nothing is essentially massive SequenceBreaking. It may not be the most powerful card in the game but the fact that it lets you get powerful cards out so quickly means there is essentially no deck that would not be improved by a Black Lotus. It's so powerful that [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=194975 a card that does exactly one third of what Black Lotus does]] had to be banned. It's so powerful that [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=3255 a version that requires you to throw your entire hand away in order to use it]] had to be banned. It's so powerful that even [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=114904 a version that requires you to wait three turns before you use it]] was a major component in a World Championship deck. The only well-balanced Lotus is [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=249742 Gilded Lotus]] from Mirrodin, later a surprise reprint in Magic 2013, and it's only balanced because its 5 mana casting cost keeps it from showing up in the first few turns. Other than that, Wizards of the Coast has more or less given up balancing Black Lotus (specifically, in keeping the original three mana for low cost, and then sacrifice) which is entirely reasonable for just how infamously powerful it is.

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* [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=600 Black Lotus]] Lotus]], an artifact that costs no mana and can be sacrificed to gain three mana of any color, is the Holy Grail of Magic cards. A genuine Black Lotus costs thousands of dollars with high-grade Black Lotuses from the alpha release selling for tens of thousands. Rarity is only part of the reason for the value; the sheer power of the card drives its value just as much. In a game where mana is everything, three mana of any colour you like for nothing is essentially massive SequenceBreaking. It may not be the most powerful card in the game but the fact that it lets you get powerful cards out so quickly means there is essentially no deck that would not be improved by a Black Lotus. It's so powerful that [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=194975 a card that does exactly one third of what Black Lotus does]] had to be banned. It's so powerful that [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=3255 a version that requires you to throw your entire hand away in order to use it]] had to be banned. It's so powerful that even [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=114904 a version that requires you to wait three turns before you use it]] was a major component in a World Championship deck. The only well-balanced Lotus is [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=249742 Gilded Lotus]] from Mirrodin, later a surprise reprint in Magic 2013, and it's only balanced because its 5 mana casting cost keeps it from showing up in the first few turns. Other than that, Wizards of the Coast has more or less given up balancing Black Lotus (specifically, in keeping the original three mana for low cost, and then sacrifice) which is entirely reasonable for just how infamously powerful it is.



* [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=629 Mox Emerald]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=630 Mox Jet]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=631 Mox Pearl]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=632 Mox Ruby]], and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=633 Mox Sapphire]]. These are just like basic lands, except they're artifacts; this means you can play more than one per turn. Much as with the Black Lotus, the benefits to early mana development make these powerful in nearly every deck of the appropriate colours.

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* The Moxen: [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=629 Mox Emerald]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=630 Mox Jet]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=631 Mox Pearl]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=632 Mox Ruby]], and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=633 Mox Sapphire]]. These are just like basic lands, except they're artifacts; this means you can play more than one per turn. Much as with the Black Lotus, the benefits to early mana development make these powerful in nearly every deck of the appropriate colours.
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