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Author Topic: Pick and Choose - Breakable cards that haven't found a place  (Read 8637 times)
Lacutis
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« Reply #30 on: January 20, 2005, 12:13:48 pm »

What about Forbidden Crypt?

Forbidden Crypt
Enchantment
3BB
If you would draw a card, return a card from your graveyard to your hand instead. If you can't, you lose the game.
If a card would be put into your graveyard, remove that card from the game instead.
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Whatever Works
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« Reply #31 on: January 20, 2005, 07:44:04 pm »

The best cards that havent been broken yet are pretty odvious to me, but then again its all opinionated....

1.) Replenish (by far the most broken card to not be broken...)
2.) Gamble
3.) Spellweaver Helix (a combo deck using Intuition or Gift's ungiven will break this card 1 day).
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CaptainBuddocks!
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« Reply #32 on: January 20, 2005, 08:48:40 pm »

Quote from: Whatever Works

3.) Spellweaver Helix (a combo deck using Intuition or Gift's ungiven will break this card 1 day).

 
Somebody I know made a Helix deck, using burning wish and something else as the win conditions I think...
 
Either way it was retarded and actually worked, but I don't really think its that great.
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That0neguy
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« Reply #33 on: January 21, 2005, 12:43:20 am »

the problem with that is that you need some prety suts draws for helix.deck since you need to cast intuition then helix for atotal of 6 mana which would could do off somthing like workshop/lotus or moxen and such but it does not seem like it would be super consitant.  Maby if you could find a way to work gifts ungiven into the deck as well so you have more.  Also i guess anceint tomb could solve this problem another problem is deciding what to intuition for if you have any good combos that can get going fast and kill same turn as the helix hits please sahre them.
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CaptainBuddocks!
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« Reply #34 on: January 22, 2005, 03:43:58 pm »

I just remembered what the other card the guy imprints besides the Burning Wish was Channel The Suns and then he Tendrils for the win...I think...
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ShadyPhoenix
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« Reply #35 on: January 23, 2005, 05:21:34 am »

Three Wishes 1UU
Instant
Remove the top three cards of your library from the game face down. You may look at those cards as long as they remain removed from the game. Until your next upkeep, you may play those cards as though they were in your hand. At the beginning of your next upkeep, put any of those cards not played into your graveyard.

The card looks so damn good on paper, but is less than thrilling in performance. In combo, it is relatively slow and janky and has a moderately tough cost with the double Blue. In control, it simply sucks. Casting it EoT is generally a bad idea, since you lose those cards almost immediately, and tying up 3 mana to draw into either more card draw or counters is a bad idea.

The closest I've come to making it playable is in Gro variants with lots of cheap cantrips, but I ended up dropping them for less narrow cards.
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Lacutis
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« Reply #36 on: January 24, 2005, 07:48:59 pm »

How about this:

Card Name: Limited Resources
       Cost: W
       Type: Enchantment
 Rules Text: When Limited Resources comes into play, each player
             chooses five lands he or she controls and sacrifices
             the rest.
 
             Players can’t play lands if there are ten or more lands
             in play.
 Set/Rarity: Exodus rare

Is hard locking a game at 0 lands for your opponent worthwhile?
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zipykido
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« Reply #37 on: January 24, 2005, 09:45:46 pm »

Quote from: Lacutis
How about this:

Card Name: Limited Resources
       Cost: W
       Type: Enchantment
 Rules Text: When Limited Resources comes into play, each player
             chooses five lands he or she controls and sacrifices
             the rest.
 
             Players can’t play lands if there are ten or more lands
             in play.
 Set/Rarity: Exodus rare

Is hard locking a game at 0 lands for your opponent worthwhile?


It's not quite a hard lock, with moxen, and other ways of getting lands into play. The problem is you have to get this down fast and get 10 lands down just as fast. Which is very hard without going 3+ colors which screws with consistancing and eventually everything just falls apart and you end up playing land-D with limited resources.

I think weathered wayfarer could be abused more. You can search for wastes, strip, acedemy, etc.
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ducksoup31
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« Reply #38 on: January 25, 2005, 05:39:01 pm »

Uba Mask is just waiting to be broken...

Think of the following situations (with no cards in hand):

Brainstorm. Wow, so now I can play with 5 Ancestral Recalls?!
Bazaar of Baghdad.  Tap: Draw two cards
Timetwister/Wheel of Fortune/Time Spiral. Wow. So you get to play with  7 new cards until end of turn, while your opponent's cards are practically useless? Not to mention that your opponent needs to discard his/her hand for 7 cards that they will lose at end of turn. Wow, as if draw-7s weren't already broken enough...
+much much more!  Very Happy

Once this card finds its place, I can see it being broken...
Standby for an Abusian Mask tourny-winning decklist  Cool

And if you have any deck ideas for an engine/backbone of an Abusian Mask deck, post here/let me know.
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zipykido
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« Reply #39 on: January 25, 2005, 07:52:57 pm »

Shared fate does the same thing as uba mask when it comes to drawing.

I think the new card from BoK could be broken very easily:
Tomorrow, Azami’s Familiar 5U
Legendary Creature — Spirit
1/5
If you would draw a card, look at the top three cards of your library instead. Put one of those cards into your hand and the rest on the bottom of your library in any order.

If you could drop it turn 2-3 and play glimpse with kobolds that would pretty much mean game. The only problem is it's steep mana cost.
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