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worst rare ever?
I'm looking for one of the worst standard rares ever to base a deck around, and try to make it not bad. Things I have found out:
1. Lavaball trap will never be good
2. Anything with flowstone in the name will not be good
So if you have any ideas on cards let me know, and ill try to make something from it and post the results.
SHoeSTRiNg
22 posts
Posted 08 December 2009 at 19:42
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12 replies
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PCP
101 posts
Well for starts vizzerdrix, I mean why is this a rare? its a 6/6 with NO ability's for 6B....7 mana for a 6/6 that does nothing....
Next Warping Wurm.. At the beginning of your upkeep, you may pay GU2. If you don't, Warping Wurm phases out.
When Warping Wurm phases in, put a +1/+1 counter on it.
1/1
Why it's bad: Your initial investment into Warping Wurm costs four mana. In exchange for this, you get a 1/1 creature with no discernable special ability. Then, every other turn, Warping Wurm leaves play. The turn it returns, it becomes larger. That's right, on the third turn of Warping Wurm, it becomes 2/2.
Leeches...Target player loses all poison counters. Leeches deals 1 damage to that player for each poison counter removed this way. 1 who the hell uses poison counters? with the exception of slivers theres like at most 10 creatures that have Poisonous an more importantly You need 10 counters to make them lose.... so when you play this that means you are trading in 1-9 counters... thats 1-9 damage and if there at 9 you might as well just attack...
North Star 4, TAP: You may cast one spell this turn by paying its casting cost with any type of mana. For example, 2GG becomes 4. However, the card still retains its original color.This ability is played as an interrupt. Right so you need 4 mana and the casting cost of whatever card you are trying to play.... so a card that cost 2GG now cost you 8 to play... NICE
Well those are just some i found have fun
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Posted 08 December 2009 at 23:11
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SHoeSTRiNg
22 posts
Not quite what I was looking for...i'm trying to find horrible type 2 (shards of alara, conflux, alara reborn, m10, and zendikar) rares to base a deck around and try to make them good...or decent...and maybe run it in an fnm tournament if I can make the card work.
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Posted 09 December 2009 at 20:05
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endrance227
14 posts
archmage asention zendikar
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Posted 10 December 2009 at 17:27
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bigben2009
3 posts
By itself Archmage Ascension would indeed be horrible, but it fits well with the style that Blue represents. It would be great if you could get the six quest counters because you would ALWAYS have the right card you need.
Think about it, a two-combo game winner with absolutely NO chance involved. Even if your combo is countered just keep finding cards that bring it back until they cant stop it.
As for getting the counters on the card, I would recommend something along the lines of Howling Mine. Yes your opponent would also be drawing two cards, but in six turns whatever they drew doesn't matter anyway ( eg: They manage to summon some crazy card, great find a "destroy" or "tap" card and deal with it next turn.)
I will give you this, it take a lot for the effect to be worth it but a properly set up deck would be pretty good.
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Posted 11 December 2009 at 01:45
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SHoeSTRiNg
22 posts
Yeah, bigben2009 is right, in a blue type deck it isnt too hard to set that up then all you have to do is dump whatever you pull up. Anything else, because I really wanna try and make a crap rare worth a little more money...or something...
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Posted 13 December 2009 at 07:01
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bigben2009
3 posts
Yes these cards are not very good, but given certain situations they could be very powerfull
1. Lavaball trap in a Red Deck vs. any Token Deck
- Most tokens are less than 4 toughness
- Playing this would destroy all of them right when they would be most usefull (At the end of the game, when you have all the mana you need)
- This would leave you open to destroy any life that is left after playing 4 lightning bolts/ lava axes
2. 2 Flowstones can be good
- Flowstone Flood when you have 3 Dragons Claws out and Them under the power of Winter Orb (in casual play this combo would mean they can only untap 1 land per turn, and when they do you destroy it for no loss of life muahahahaha!)
- Flowstone sculpture in an artifact deck with artifiacts that give you tons of reusable colorless mana (give it +1/+1 every turn, or give it flying, or give it trample, or give it first strike, and all of these additions are PERMANENT!)
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Posted 14 December 2009 at 17:44
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Corlando
1 post
Mayael the Anima
Cost and power are okay(a red, green, and white mana for a 2/3) But here's where I see the card having trouble. It's ability.
Pay a red, green, white, and three other mana and tap Mayael to "look at the top five cards of your library. You may put a creature card with power 5 or greater from among them into play. Put the rest on the bottom of your library in any order."
Okay I see this card being useful in the third turn if you get the right hand, but you will most likely only be able to play the ability on the sixth turn. By then you have enough mana to actually get the power 5 or greater monsters on the field without using the ability. The ability only becomes handy if your deck is FULL of monsters that are like 9 or 10 mana to play. Personally I don't really see a use for this card but you might be able to enlighten me.
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Posted 15 December 2009 at 22:07
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smalrebelion
29 posts
Kederekt Parasite. Done
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Posted 17 December 2009 at 08:47
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Corlando
1 post
Objection!
Sorry I've been wanting to do that for a while.
The thing with Kederekt Parasite is that all you need is a grixis deck really. Have one red permanent out on the field, hell one of those red expeditions could count, then just have a card like Jace or some other card that forces your opponent to draw a card. An example would be Call to Heel, send a monster back to their hand and force them to draw a card. After you get that red permanent out, just find away to get the parasites out and you could have the game one without sending a single monster to the graveyard.
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Posted 17 December 2009 at 16:15
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scumbling1
58 posts
Cradle of Vitality: it's steep at four mana, does nothing on it's own, and triggers off one of the weakest mechanics in the game.
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Posted 25 December 2009 at 03:08
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Chiligyro
150 posts
Goblin Hero!!! Honestly 2R for a 2/2 with no abilities and it's rare (on first print)... It is so bad that it is only a common now with an amazing rating of 1,5 at Gatherer.
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Posted 25 December 2009 at 22:44
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Chiligyro
150 posts
Sorry didn't notice it was only those few expansions well here's a crap one for you then Immortal Coil and the reason it is bad is that there is too many ways to kill graveyards today and I am not fan of cards that includes "you lose the game" in it's rule text.
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Posted 25 December 2009 at 22:57
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