%% For the sake of having some objective standards, "practical" and "impractical" should be evaluated with tournament performance in mind. If you're not sure about an example, bring it up on the discussion page.
''MagicTheGathering'' is ''the'' [[LongRunner oldest]] collectable card games on the market, with thousands of unique cards to choose and build a deck from. Naturally, many of them ''look'' more effective than they actually are.
* The entire purpose of the Commander/EDH format is to play a longer game in which a lot of these cards can be used more practically.
* A lot of combos are like this: they'll win spectacularly, but only if you can play four different cards on the same turn that require three different colors and no counterspells from your opponent. Guess the odds on that actually happening. This is the aim of [[PlayerArchetypes Timmy/Johnny players]], especially those who combine Timmy's love of big flashy effects and Johnny's love of convoluted combos. Even if their combo only works once, they're happy.
* [[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.
* The Elder Dragons ([[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=201177 Arcades Sabboth]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=201184 Chromium]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=201213 Nicol Bolas]], [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=201215 Palladia-Mors]], and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=201243 Vaevictis Asmadi]]), five cards with powerful stats and splashy effects but which were almost impossible to play thanks to their casting costs ''and'' which required a constant influx of mana every turn to keep them in play.
* 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.
* 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.
* [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=43548 Darksteel Reactor]] and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=150992 Helix Pinnacle]] are big, flashy, nigh-unkillable instant-win spells, but most of the time, the game is already over long before they finish charging, and if it goes that long, you could probably win just as easily with any generic flying creature.
* Most InstantWinCondition cards end up being impractical. They range from [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=193467 suffering enough damage to reduce yourself to exactly 1 life]] to [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=29978 winning ten coin flips]]. 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. In particular, most of these shenanigans requires you to do things that would have won you the game anyways, like [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=180620 pumping a creature to 20 power]] [[note]]Although that card has other effects that make it slightly more useful[[/note]]. Attacking the opponent directly with a creature with 20 power usually means victory.
** Also, most 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).
** Battle of Wits has the unique disadvantage of giving away your main strategy before the game even starts. A deck four times as large as normal is a pretty big giveaway, and an opponent with the right cards can start planning right away. If you're [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=394026 exceptionally]] [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=233041 unlucky]] you could be onto Plan B before your first turn.
* 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.
* The Epic spells from Saviors of Kamigawa are five spells with awesome, flashy effects that repeat themselves every turn for the rest of the game after you cast them the first time. The drawback is that you can cast the Epic spell every turn, but ''nothing else''--you can't cast any new spells. [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=87598 Enduring Ideal]], the white one, did break out into the tournament scene for a short time, but the other four never caught on.
* The card [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=226721 Chalice of Life/Chalice of Death]] can kill an opponent in four turns--assuming you can keep your life from going to zero AND keep the card on the field long enough to transform it, AND keep the opponent from gaining life, not to mention the fact that you have to wait for your life to get to THIRTY just to use it...
** Thirty if you're playing using the default starting life total of twenty. The card itself states "ten more than your starting life total", so if you're playing a format where you start off with more that twenty life, i.e. Two-Headed Giant, Commander, Horde Magic, you're going to be at it for a while even if you've built a deck specifically around the Chalice.
* The [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=9844 B. F. M. (Big Furry Monster)]] from the joke set ''Unglued'': BBBBBBBBBBBBBBB [[labelnote:*]]that's 15 black mana![[/labelnote]] is a huge cost, even for a 99/99; most games would be wrapping up by the time you got that kind of mana. Since each half is useless on its own, most reanimation spells don't work & [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=10655 Victimize]] is the only way to get it into play via the graveyard. It's not even clear if alternate costs like [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=50117 Fist of Suns]] would work, since it's unclear if each card is a separate spell & Wizards almost never issues errata for Un-sets.
* [[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.
** 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). The result? Her first ability will trigger, see that you didn't cast her from your hand, and ''kill you''.
* The ''Invasion'' block's 5-color theme resulted in a ton of these:
** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=25797 Draco]] was a 9/9 for 6 mana.....provided you were had all 5 basic land types in play. Since Domain checks for land types & not mana colors, the creature & artifact mana sources prevalent in the block couldn't help; you were also stuck with a nasty upkeep cost if you didn't have all 5 land types.
** In the same vein, Apocalypse had [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=27231 Last Stand]]: Each of its 5 effects would have been great on its own, but putting them all on 1 WUBRG card [[note]]i.e. a card that costs one of each color of mana[[/note]] results in a spell that really doesn't have a practical use: 5-color decks tend not to have too many of any 1 land type[[note]]Some 5-color decks run extra Forests because of green's access to mana acceleration & land tutoring, but that doesn't help when Last Stand's Forest-based ability is the worst of the 5[[/note]], so a 5-color spell whose power depends on how many of each basic land type you control is extremely difficult to cast, let alone effectively.
** 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.
* [[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.)