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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(s) a lot of time to set up and find a way to deal with the creature. 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 next two turns after you play it, which gives your opponent(s) opponent a lot of time to set up and find a way to deal with the creature.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=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 3.

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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.


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* [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=512363 Leveler]] is a colorless 10/10 for just 5 mana. The problem is that it exiles your library when it enters the battlefield, which means that unless you [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=547450 Stifle]] its ability, have a draw replacement effect or can return cards to your library somehow, you'll lose by decking out the turn after you play it. It doesn't come with haste, so by itself you won't even get to attack with it before you die. And even if you find a way to survive or circumvent the drawback, it's a 10/10 with no protection or evasion, so it's not likely to do much damage. Its main use is probably making gimmicky combos with something like [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=512275 Laboratory Maniac]] (which wants you to exile your library) or [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=489510 Fling]] (which lets you sacrifice it to deal 10 damage).
* [[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(s) a lot of time to set up and find a way to deal with the creature. 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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* 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.

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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.
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** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=159241 Polar Kraken]]: an 11/11 trampler for 8UUU that enters the battlefield tapped. Its cumulative upkeep? Sacrificing a land.

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** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=159241 Polar Kraken]]: an 11/11 trampler for 8UUU that enters the battlefield tapped. Its cumulative upkeep? Sacrificing a land. And it's not just one: Cumulative Upkeep means that the cost goes up by an additional land every turn!

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* If you have an [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=190407 Iona, Shield of Emeria]] while a [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=74555 Mirror Gallery]] is on the battlefield, you can cast a kicked [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=405360 Rite of Replication]] which gives you five extra Ionas for each of the Magic colors, preventing your opponents from casting any colored spells at all. The problem, of course, is that aside from needing those exact three cards, they are all very costly (Mirror Gallery, the cheapest component, costs 5 mana, while Iona and a kicked Rite of Replication each cost 9), plus colorless spells exist that can take them out (such as [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=193658 All is Dust]]). There are many cheaper ways to prevent your opponent from casting spells, even if they have their own drawbacks such as [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=48112 Rule of Law]].

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* If you have an [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=190407 Iona, Shield of Emeria]] while a [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=74555 Mirror Gallery]] is on the battlefield, you can cast a kicked [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=405360 Rite of Replication]] which gives you five extra Ionas for each of the Magic colors, preventing your opponents from casting any colored spells at all. The problem, of course, is that aside from needing those exact three cards, they are all very costly (Mirror Gallery, the cheapest component, costs 5 mana, while Iona and a kicked Rite of Replication each cost 9), plus colorless spells exist that can take them out (such as [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=193658 All is Dust]]). There are many cheaper ways to prevent your opponent from casting spells, even if they have their own drawbacks such as [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=48112 Rule of Law]]. Additionally, since there will always be at least a small amount of time where only one Iona is on the field, a single spell of one of the four colors you didn't choose can swat her out of the field before Rite of Replication can resolve. Hopefully you have counters available and are not tapped out due to the ludicrous mana costs.
** 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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YMMV


* [[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. She's such a hassle to use properly that she got the derisive FanNickname "Phage the Unplayable". 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. She's such a hassle to use properly that she got the derisive FanNickname "Phage the Unplayable". 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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I'm dumb so I added more info on the Enduring Ideal deck


* [[https://mtg.fandom.com/wiki/Epic Epic]] spells. Printed in ''Saviors of Kamigawa'', Epic spells are high costed spells that grant a powerful effect, such as being able to mill out your opponent every turn or steal a permanent from their deck every turn, but at the cost of the player being ''unable to cast any more spells for the rest of the game.'' This is a crippling drawback that resulted in only one of the five cards, Enduring Ideal, seeing tournament play in Modern as a counter deck to burn, monored prison, and graveyard-based decks.



* 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.

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* The [[https://mtg.fandom.com/wiki/Epic Epic]] spells. Printed in ''Saviors of Kamigawa'', the Epic spells from Saviors of Kamigawa are five spells with awesome, flashy effects flashy, and powerful effects, such as being able to mill out your opponent every turn or steal a permanent from their deck every turn, that repeat themselves every turn at the player's upkeep. However, they come with the cost of the player being ''unable to cast any more spells for the rest of the game after you cast them the first time. The game.'' This is a crippling drawback is that you can cast resulted in only one of the Epic spell every turn, but ''nothing else''--you can't cast any new spells. five cards, [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=87598 Enduring Ideal]], the white one, did break out into the Ideal]] seeing tournament scene for a short time, but play in the Modern format, since Enchantment decks can pillow fort and stall out the game long enough to manage to reach the seven mana required to cast Enduring Ideal and lock the opponent out of the game with layers of protection and resource denial (often comboing [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=485310 Dovescape]], [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=430708 Overwhelming Splendor]], and [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=178016 Form of the Dragon]] once Enduring Ideal is cast). The other four cards are never caught on.played due to taking too long to cast or being too underwhelming to justify their drawback.
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* [[https://mtg.fandom.com/wiki/Epic Epic]] spells. Printed in ''Saviors of Kamigawa'', Epic spells are high costed spells that grant a powerful effect, such as being able to mill out your opponent every turn or steal a permanent from their deck every turn, but at the cost of the player being ''unable to cast any more spells for the rest of the game.'' This is a crippling drawback that resulted in only one of the five cards, Enduring Ideal, seeing tournament play in Modern as a counter deck to burn, monored prison, and graveyard-based decks.
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* Cards that remove cards from the battlefield if they're from certain expansions, such as [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=382889 City in a Bottle]] and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?name=golgothian+sylex Golgothian Sylex]]. While being able to remove a large portion of your opponent's cards are nice, the sets are so old that most people don't play them and playing these cards is [[RulesLawyer bound to result in bickering about whether your opponent's card is removed.]]

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* Cards that remove cards from the battlefield if they're from certain expansions, such as [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=382889 City in a Bottle]] and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?name=golgothian+sylex Golgothian Sylex]]. While being able to remove a large portion of your opponent's cards are is nice, the sets are so old that most people don't play them and playing these cards is [[RulesLawyer bound to result in bickering about whether your opponent's card is removed.]]



** [[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.
* If you have an [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=190407 Iona, Shield of Emeria]] while a [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=74555 Mirror Gallery]] is on the battlefield, you can cast a kicked [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=405360 Rite of Replication]] which gives you five extra Ionas for each of the Magic colors, preventing your opponents from casting any colored spells at all. The problem, of course, is that aside from needing those exact three cards, they are all very costly (Mirror Gallery, the cheapest component, costs 5 mana, while Iona and a kicked Rite of Replication each costs 9), plus colorless spells exist that can take them out (such as [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=193658 All is Dust]]). There are many cheaper ways to prevent your opponent from casting spells, even if they have their own drawbacks such as [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=48112 Rule of Law]].

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** [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=366353 Thespian's Stage]] being activated to duplicate Dark Depths, but without the counters 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.
* If you have an [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=190407 Iona, Shield of Emeria]] while a [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=74555 Mirror Gallery]] is on the battlefield, you can cast a kicked [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=405360 Rite of Replication]] which gives you five extra Ionas for each of the Magic colors, preventing your opponents from casting any colored spells at all. The problem, of course, is that aside from needing those exact three cards, they are all very costly (Mirror Gallery, the cheapest component, costs 5 mana, while Iona and a kicked Rite of Replication each costs cost 9), plus colorless spells exist that can take them out (such as [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=193658 All is Dust]]). There are many cheaper ways to prevent your opponent from casting spells, even if they have their own drawbacks such as [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=48112 Rule of Law]].
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* Cards that remove cards from the battlefield if they're from certain expansions, such as [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=382889 City in a Bottle]] and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?name=golgothian+sylex Golgothian Sylex]]. While being able to remove a large portion of your opponent's cards are nice, the sets are so old that most people don't play them and playing these cards is [[RulesLawyer bound to result in bickering about if your opponent's card is removed.]]

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* Cards that remove cards from the battlefield if they're from certain expansions, such as [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=382889 City in a Bottle]] and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?name=golgothian+sylex Golgothian Sylex]]. While being able to remove a large portion of your opponent's cards are nice, the sets are so old that most people don't play them and playing these cards is [[RulesLawyer bound to result in bickering about if whether your opponent's card is removed.]]
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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 destroys a noncreature permanent(in addition to providing an obscene boost to his Loyalty), and his ultimate effectively leaves your opponent topdecking with very little resources. The catch? You need 8 mana, 4 of which need to be split into three different colors. That's never been an unattainable feat, but the same block had Nicol Bolas' signature spell [[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.

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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 destroys a noncreature permanent(in permanent (in addition to providing an obscene boost to his Loyalty), and his ultimate effectively leaves your opponent topdecking with very little resources. The catch? You need 8 mana, 4 of which need to be split into three different colors. That's never been an unattainable feat, but the same block had Nicol Bolas' signature spell [[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.
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* If you have an [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=190407 Iona, Shield of Emeria]] while a [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=74555 Mirror Gallery]] is on the battlefield, you can cast a kicked [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=405360 Rite of Replication]] which gives you five extra Ionas for each of the Magic colors, preventing your opponents from casting any colored spells at all. The problem, of course, is that aside from needing those exact three cards, they are all very costly (Mirror Gallery, the cheapest component, costs 5 mana, while Iona and a kicked Rite of Replication each costs 9), plus colorless spells exist that can take them out (such as [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=193658 All is Dust]]). There are many cheaper ways to prevent your opponent from casting spells, even if they have their own drawbacks such as [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=48112 Rule of Law]].
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Grammar, Clarity


* 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.

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* 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 (for their time period) but which were almost impossible to play thanks to their casting costs ''and'' which required requiring a constant influx of mana every turn to keep them in play.



** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=159241 Polar Kraken]]: an 11/11 trampler for 8UUU that comes into play tapped. Its cumulative upkeep? Sacrificing a land.

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** [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=159241 Polar Kraken]]: an 11/11 trampler for 8UUU that comes into play enters the battlefield tapped. Its cumulative upkeep? Sacrificing a land.



* 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://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.

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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 destroys a noncreature permanent(in addition to providing an obscene boost to his Loyalty total), Loyalty), and his ultimate effectively left leaves your opponent topdecking with very little resources. The catch? You need 8 mana, 4 of which were need to be split into three different colors. That's never been an unattainable feat, but the same block had Nicol Bolas' signature spell [[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.



** [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=288878 Battle of Wits]] requires you to have 200 or more cards in your library at the beginning of your upkeep. This has the unique disadvantage of giving away your main strategy before the game even starts: you need at least 201 cards in your deck, and preferably a bit more to have a realistic chance. Most players stick to the bare minimum of 60 cards in their deck to maximize their chance of drawing the card(s) they really want. The difference is ''very'' visible, 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. Another issue unique to Battle of Wits that makes it almost unplayable in tournaments is ''shuffling'', of all things. Sufficiently randomizing a ~300 card deck is exceedingly difficult and time-consuming. Battle of Wits decks are often filled to the brim with tutoring cards and fetchlands to give something resembling consistency to such a huge deck, and the deck must be thoroughly shuffled after each time one is used, playing it in a timely fashion in paper is nearly impossible.
* 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 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.

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** [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=288878 Battle of Wits]] requires you to have 200 or more cards in your library at the beginning of your upkeep. This has the unique disadvantage of giving away your main strategy before the game even starts: you need at least 201 cards in your deck, and preferably a bit more to have a realistic chance. Most players stick to the bare minimum of 60 cards in their deck to maximize their chance of drawing the card(s) they really want. The difference is ''very'' visible, 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. Another issue unique to Battle of Wits that makes it almost unplayable in tournaments is ''shuffling'', of all things. Sufficiently randomizing a ~300 card deck is exceedingly difficult and time-consuming. Battle of Wits decks are often filled to the brim with tutoring cards and fetchlands to give something resembling consistency to such a huge deck, and the deck must be thoroughly shuffled after each time one is used, used; playing it in a timely fashion in paper is nearly impossible.
* 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 for a bored billionaire to 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.



* [[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 played from her controller's hand, ''that player'' loses the game. She's such a hassle to use properly that she got the derisive FanNickname "Phage the Unplayable". 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 are very complicated and easy to spot. 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 played cast from her controller's hand, ''that player'' loses the game. She's such a hassle to use properly that she got the derisive FanNickname "Phage the Unplayable". 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 are very complicated and easy to spot.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''.\\



* You instantly win the game if you can play [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=23216 Coalition Victory]], but doing so requires that you have all 5 basic land types and a creature of each color, a difficult feat even in decks built around a domain strategy.

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* You instantly win the game if you can play cast [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=23216 Coalition Victory]], but doing so requires that you have all 5 basic land types and a creature of each color, a difficult feat even in decks built around a domain strategy.
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She's not even good 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 not even good 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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** The land part can be made easier with [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=373580 Nylea's Presence]], [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=151989 Prismatic Omen]], or multiple activations of [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=87905 Terraformer]]. As for the creatures, any WUBRG creature by itself, like [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=378516 Chromanticore]], would work, but [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=159408 Reaper King]] and [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107362 Transguild Courier]] make it easier. Even if you take the "easy" route, you still need to find a way to cast the card.

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** The land part can be made easier with [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=373580 Nylea's Presence]], [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=151989 Prismatic Omen]], or multiple activations of [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=87905 Terraformer]]. As for the creatures, any WUBRG creature by itself, like [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=378516 Chromanticore]], would work, but [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=159408 Reaper King]] and [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107362 Transguild Courier]] make it easier. Even if you take the "easy" route, you still need to find a way to cast the card.Coalition Victory itself, and pray that opponent doesn't kill your creature in response (which will cause it to resolve without any 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 played from her controller's hand, ''that player'' loses the game. She's 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, 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. 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 ''kill you''.\\

to:

* [[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 played from her controller's hand, ''that player'' loses the game. She's such a hassle to use properly that she got the name [[FanNickname Phage derisive FanNickname "Phage the Unplayable]]. Unplayable". Opponents will probably have much larger creatures by the time you have 3BBBB handy to play her & her. Also, she doesn't have indestructible, first strike, or trample, combos trample. Combos to get her into play from the graveyard or library are very complicated and easy to spot, and spot. 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 ''kill you''.''you lose''.\\
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''MagicTheGathering'' is ''the'' [[LongRunner oldest]] collectible card game 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. Note that the Commander/EDH format allows a lot of these cards to be used more practically because it has longer games.\\

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''MagicTheGathering'' ''TabletopGame/MagicTheGathering'' is ''the'' [[LongRunner oldest]] collectible card game 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. Note that the Commander/EDH format allows a lot of these cards to be used more practically because it has longer games.\\

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Easier ways of winning


* You instantly win the game if you can play [[https://scryfall.com/card/tsb/91/coalition-victory Coalition Victory]], but doing so requires that you have all 5 basic land types and a creature of each color, a difficult feat even in decks built around a domain strategy.

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* You instantly win the game if you can play [[https://scryfall.com/card/tsb/91/coalition-victory [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=23216 Coalition Victory]], but doing so requires that you have all 5 basic land types and a creature of each color, a difficult feat even in decks built around a domain strategy.strategy.
** The land part can be made easier with [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=373580 Nylea's Presence]], [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=151989 Prismatic Omen]], or multiple activations of [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=87905 Terraformer]]. As for the creatures, any WUBRG creature by itself, like [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=378516 Chromanticore]], would work, but [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=159408 Reaper King]] and [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=107362 Transguild Courier]] make it easier. Even if you take the "easy" route, you still need to find a way to cast the card.


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** [[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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Tried to clean up the page a bit.


''MagicTheGathering'' is ''the'' [[LongRunner oldest]] collectible card game 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.


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''MagicTheGathering'' is ''the'' [[LongRunner oldest]] collectible card game 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.

are. Note that the Commander/EDH format allows a lot of these cards to be used more practically because it has longer games.\\
\\
A lot of combos are cool, but impractical: 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.




* 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.



* Any of the legends from ''Legends'' could be 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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* Any of the legends from ''Legends'' could be considered when they first came out: Large In early ''Magic'', most large creatures with splashy qualify. They may have impressive stats and possibly cool effects, but very they're expensive & and frequently come with upkeep costs.
** They're not even that practical anymore:
costs and/or other hideous drawbacks. Modern creatures tend to both ditch the drawbacks and be larger and cheaper, even if they may not have as many abilities as the ones from ''Legends'', but they can be larger & cheaper, without an upkeep cost or other drawback. ''Legends''. 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 drawback.
** Any of
the elder dragons, legends from ''Legends'': Large creatures with splashy effects, but very expensive and frequently with upkeep costs.
**
[[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=159241 Polar Kraken]], Kraken]]: an 11/11 trampler for 8UUU that comes into play tapped. Its cumulative upkeep? Sacrificing a land.
**
[[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=108920 Leviathan]] and Leviathan]]: a 10/10 for 5UUUU that forces you to sacrifice two Islands just to attack with it or ''untap it at the beginning of your upkeep''.
**
[[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=184593 Marjhan]] have such hideous drawbacks in addition Marjhan]]: 7/7 for 5UU. It only untaps if you're willing to their huge cost. 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.



** 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.
* [[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.

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** On the note of planeswalkers, their * Planeswalkers' final abilities are either impressive or game-ending, but needs need 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.
* 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:
** [[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.take forever to charge.



** 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. For it to have any chance whatsoever, your deck needs to have at least 201 cards in it, and for a realistic chance it should be a bit more than that. Most players stick to the bare minimum of 60 cards in their deck, to maximize their chance of drawing the card(s) they really want. The difference is ''very'' visible, 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.
*** 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.
*** Another issue unique to Battle of Wits that makes it almost unplayable in tournaments is ''shuffling'', of all things. Sufficiently randomizing a ~300 card deck is exceedingly difficult and time-consuming. Battle of Wits decks are often filled to the brim with tutoring cards and fetchlands to give something resembling consistency to such a huge deck, and the deck must be thoroughly shuffled after each time one is used, playing it in a timely fashion in paper is nearly impossible.

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** Most InstantWinCondition cards end up being impractical. They range from [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=193467 suffering enough damage Near-Death Experience]] requires you to reduce yourself to be at exactly 1 life]] to life at the beginning of your upkeep.
**
[[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=29978 Chance Encounter]] requires winning ten coin flips]]. While it's incredibly satisfying to use these spells and actually have them go off, and flips. Your opponent losing one does ''not'' count.
**
[[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 aspx?multiverseid=180620 Mayael's Aria]] gives you an instant win if you manage to do things that would have won pump a creature to 20 power, which will likely win you the game anyways, like [[http://gatherer.anyway (although the card has other effects that make it slightly more useful) -- attacking the opponent directly with a creature with 20 power usually means victory.
** [[https://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).
**
aspx?multiverseid=288878 Battle of Wits Wits]] requires you to have 200 or more cards in your library at the beginning of your upkeep. This has the unique disadvantage of giving away your main strategy before the game even starts. For it to have any chance whatsoever, your deck needs to have starts: you need at least 201 cards in it, your deck, and for preferably a bit more to have a realistic chance it should be a bit more than that. chance. Most players stick to the bare minimum of 60 cards in their deck, deck to maximize their chance of drawing the card(s) they really want. The difference is ''very'' visible, 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.
*** One
turn. Another issue unique to Battle of Wits that makes it almost unplayable in tournaments is ''shuffling'', of all things. Sufficiently randomizing a ~300 card deck is exceedingly difficult and time-consuming. Battle of Wits decks are often filled to the brim with tutoring cards and fetchlands to give something resembling consistency to such a huge deck, and the deck must be thoroughly shuffled after each time one is used, playing it in a timely fashion in paper is nearly impossible.
* The
rather amusing way to play combo that pairs 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.
*** Another issue unique to Battle of Wits that makes it almost unplayable in tournaments is ''shuffling'', of all things. Sufficiently randomizing a ~300 card deck is exceedingly difficult and time-consuming. Battle of Wits decks are often filled to the brim with tutoring cards and fetchlands to give something resembling consistency to such a huge deck, and the deck must be thoroughly shuffled after each time one is used, playing it in a timely fashion in paper is nearly impossible.
turns.



* 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.

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* The card [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=226721 Chalice of Life/Chalice of Death]] can kill make an opponent in four turns--assuming lose 5 life each turn. However, you can have to not only keep your life from going to zero AND keep the card it on the field and live long enough to transform take advantage of 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
but also reach ''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 total'' just to be at transform it for a while even if you've built a deck specifically around the Chalice.and get to use this ability.



* [[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 played from her controller's hand, ''that player'' loses the game. She's 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, 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. 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.
** 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 it's entirely possible to not draw it in a 100-card singleton deck.[[/note]].
** 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 ''kill you''.

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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 played from her controller's hand, ''that player'' loses the game. She's 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, 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. 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.
** 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 it's entirely possible to not draw it in a 100-card singleton deck.[[/note]].
**
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 ''kill you''. \\
\\
She's not even good 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.



** [[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.
*** Since then, though, a prevalence of dual-lands with basic land types, and [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=373580 Nylea's Presence]] have made it easier to cast.
*** It should be noted, however, that getting all 5 basic land types into play is not as difficult as you might think as there are numerous ways to search your library for a given land card. This has been true since long before ''Invasion''. You do, however, have to build your deck around a Domain strategy for this to work, which has the unfortunate side effect of often leaving the player with too much land and too little of everything else.

to:

** [[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. While the numerous ways to search your library for a given land card make it easier, you still have to build your deck around a Domain strategy for this to work, which has the unfortunate side effect of often leaving the player with too much land and too little of everything else. Since Domain checks for land types & and not mana colors, the creature & and 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.
***
types. Since then, though, a prevalence of dual-lands with basic land types, and [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=373580 Nylea's Presence]] have made it easier to cast.
*** It should be noted, however, that getting all 5 basic land types into play is not as difficult as you might think as there are numerous ways to search your library for a given land card. This has been true since long before ''Invasion''. You do, however, have to build your deck around a Domain strategy for this to work, which has the unfortunate side effect of often leaving the player with too much land and too little of everything else.
cast.



** The meld mechanic, an extension of transformation, takes the impracticality of the trope a little further. To meld, you need two very specific cards to initiate the FusionDance, which will necessitate tutors and very specific deckbuilding to use effectively. Should the single melded creature leave the battlefield for any reason, both components are lost, turning a simple removal spell into a card advantage surplus. Finally, because double-faced cards are public knowledge in drafting, your opponents in a draft can easily identify if you have half a meld and can take the other half to deny you full value.

to:

** * The meld mechanic, an extension of transformation, takes the impracticality of the trope a little further. To meld, you need two very specific cards to initiate the FusionDance, which will necessitate tutors and very specific deckbuilding to use effectively. Should the single melded creature leave the battlefield for any reason, both components are lost, turning a simple removal spell into a card advantage surplus. Finally, because double-faced cards are public knowledge in drafting, your opponents in a draft can easily identify if you have half a meld and can take the other half to deny you full value.


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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 3.
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* You instantly win the game if you can play [[https://scryfall.com/card/tsb/91/coalition-victory Coalition Victory]], but doing so requires that you have all 5 basic land types and a creature of each color, a difficult feat even in decks built around a domain strategy.
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***It should be noted, however, that getting all 5 basic land types into play is not as difficult as you might think as there are numerous ways to search your library for a given land card. This has been true since long before ''Invasion''. You do, however, have to build your deck around a Domain strategy for this to work, which has the unfortunate side effect of often leaving the player with too much land and too little of everything else.
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Uno in Magic

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* A Redditer was able to set up a way to play a game of TabletopGame/{{Uno}} from within a game of Magic. [[https://www.reddit.com/r/BadMtgCombos/comments/bpmc8g/turn_mtg_into_uno_with_one_simple_29card_trick/ It only takes 29 cards in a specific order.]]
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Draco is easier now

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*** Since then, though, a prevalence of dual-lands with basic land types, and [[https://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=373580 Nylea's Presence]] have made it easier to cast.
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spelling


''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.


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''MagicTheGathering'' is ''the'' [[LongRunner oldest]] collectable collectible card games game 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.

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None

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** The meld mechanic, an extension of transformation, takes the impracticality of the trope a little further. To meld, you need two very specific cards to initiate the FusionDance, which will necessitate tutors and very specific deckbuilding to use effectively. Should the single melded creature leave the battlefield for any reason, both components are lost, turning a simple removal spell into a card advantage surplus. Finally, because double-faced cards are public knowledge in drafting, your opponents in a draft can easily identify if you have half a meld and can take the other half to deny you full value.
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None

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* Double-faced cards and the accompanying transform mechanic are this trope on a more meta level: While double-faced cards allow for some unique mechanics and spectacular art and flavor, they have a lot of unique logistical problems. They require special card-printing tech, you have to either use sleeves or special checklist cards to keep your opponents from seeing them in your hand, and so on.
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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]]. Three of them still see varying amounts of play: Pact of Negation sees tournament use to keep is the most widespread, as it keeps instant-win combos from being interrupted, while interrupted; Summoner's Pact is often played to fetch creature combo pieces, such as Primeval Titan; and Slaughter Pact is used as a surprise kill spell when otherwise out of mana. As for Intervention Pact and Pact of the rest Titan? They have their small niches, but are niche cards at best & unusable at worst.usually considered unplayable.
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* Cards that remove cards from the battlefield if they're from certain expansions, such as [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=382889 City in a Bottle]] and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?name=golgothian+sylex Golgothian Sylex]]. While being able to remove a large portion of your opponent's cards are nice, the sets are so old that most people don't play them and playing them is [[RulesLawyer bound to result in bickering about if a card is removed.]]

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* Cards that remove cards from the battlefield if they're from certain expansions, such as [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=382889 City in a Bottle]] and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?name=golgothian+sylex Golgothian Sylex]]. While being able to remove a large portion of your opponent's cards are nice, the sets are so old that most people don't play them and playing them these cards is [[RulesLawyer bound to result in bickering about if a your opponent's card is removed.]]
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* Cards that remove cards from the battlefield if they're from certain expansions, such as [[http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=382889 City in a Bottle]] and [[http://gatherer.wizards.com/Pages/Card/Details.aspx?name=golgothian+sylex Golgothian Sylex]]. While being able to remove a large portion of your opponent's cards are nice, the sets are so old that most people don't play them and playing them is [[RulesLawyer bound to result in bickering about if a card is removed.]]
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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, 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.

to:

* [[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 abilities; she was 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 played from her controller's hand, ''that player'' loses the game. She's 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, 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. 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.

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