Oh Technomancer, how wrong you are. You obviously haven't felt the rush
of sitting safely in your Island Sanctuary, protected by an elite guard
of angels and vampires, while drawing four cards a turn as your
opponent's creatures sit helpless. Play the Oath. Feel its power.
Discover why Lim Dul owns so many souls...
: yeah sure lets really screw ourselves to draw cards, this card makes
: GREED look like an ANCESTRAL.
: It might be cool if you could cast it on your opponent though.
I beg to differ. A friend of mine has a pretty evil Oath deck going right
now. It probably won't win tournaments, but it can still REALLY kick some
ass when it gets going. In its current incarnation, it uses Island
Sanctuaries for ground defense and Ivory Gargoyles for flying defense.
Then, once the Gargoyles have done their duty, he happily brings out
Lords of the Pit to eat the Gargoyles and stomp all over his opponents.
The Oath is there to help speed along the process of drawing cards. It's
really not such a bad thing if you play the Oath when you have your
defenses properly set up. Since you can pay BB to draw a card at any
time, if you take a Bolt on the chin, you simply pay BB-BB-BB to get back
up to speed with your card drawing. This deck does have some difficulties
with direct damage, but against many other decks, it's a fun and
competitive deck.
--
Jeffrey Kuta
do...@netcom.com
Friday's at First and Sanctioned Sundays!!
SF Bay Sanctioned Type I and Type II tournaments are held bi-weekly at
Who's on First? on Friday at 7:30pm (Type I) and Sunday at 1:00pm (Type
II). Next events are Fri 26 July and Sun 28 July. Call Jeff Ferreira at
510-582-1893 for more information. DIRS: Take 880 to Industrial (south of
SM Bridge); Industrial to Mission Blvd; Located 20 yds from intersection.
>Oath of Lim Dul
>yeah sure lets really screw ourselves to draw cards, this card makes
>GREED look like an ANCESTRAL.
>It might be cool if you could cast it on your opponent though.
I wouldn't say that. You only get screwed if you get hurt. You can draw
plenty for 2 black, especially since everyone now will put manaflares into
their decks. If you get fireballed, respond by using the despotic scepter or
disenchant or whatever. Oth doesn't seem to like pestilence though...
On the other hand, there is
Glacial Chasm+
Rainbow vale+
Oath of Lim Dul and
fastbond/stormcauldren. You might have to put in a necro to stop drawing
cards, & if you have Library of Leng. You can have your library sitting in
your hand.
Not as twisted as lich, though, and I'm rather fond of my enchantresses...
hmmm... enchantress+Lim Dul's oath? Add in pentegrams & shields, of course
Steve Wallace
If you dedicated a deck to making this card useful, you would have one
of the most useless decks of all time, I think.
Aaron
POSTNAME wrote:
>
> In article <4t3av5$14...@bocanews.bocaraton.ibm.com>
> blav...@vnet.ibm.com (TechnoMancer) writes:
>
> >
> >Oath of Lim Dul
> >
> >yeah sure lets really screw ourselves to draw cards, this card makes
> >GREED look like an ANCESTRAL.
> >
> >It might be cool if you could cast it on your opponent though.
> >
<snip>
--
-----------------------------------------------------
Aaron von Hungen
Consultant
San Diego Supercomputer Center
(619) 534-8340
aa...@sdsc.edu
-----------------------------------------------------
>If you dedicated a deck to making this card useful, you would have one
>of the most useless decks of all time, I think.
Hmm....
White Heroism fU3 2W
Enchantment
<0>: Sacrifice a white creature to have attacking red creatures deal no
damage during combat this turn. The attacking player may pay <2R> for an
attacking creature to have it deal damage as normal.
If you aren't going up against a creatureless deck (where Heroism would be
worthless anyway), it can cause real problems for a NON-red opponent if you
Sleight it to the color of their best creatures; they can't pay 2R.
Add a token white creature generator (Caribou Range, Kj Outpost) or
creature looping (Enduring Renewal or Ivory Gargoyle) and it gets worse.
---
Merlyn LeRoy
Scott
Scott Shaffer @ Compaq Computer Corp.
email:sco...@bangate.compaq.com
http://www.internetnow.com/~scotts
it can be an ok sideboard card .
I actually saw a use for this card. Mishra's groundbreaker it and then
spirit link it. I haven't looked at the card to see if that really works,
but if memory serves it does. So you could gain a lot of life, even if
you have little creatures that die.
It's best in a "critters that make a big effect when blocked"
deck. Thicket Basilisks (I know, I know...), Lim-Dul's Paladin, etc.
That's about the best use I can find for it. It's pretty shitty.
- voluntas vincit omnia - Mike Bahr - dur...@indirect.com -
>In article <4thc4b$e...@perry.zippo.com>,
> re...@im4u.net (Jordan Brehm) writes:
>> Most useless card in MtG... I'd have to say Demonic Consultation.
>> What happens if you draw the card you name as one of the first six and
>> you've only got one? You die! I see no use for this at all.
>>
I agree. What the hell were the designers thinking? The only way such
a effect would be useful is if you used it on your opponent.
Cool Hands
How about this combo:
Time Walk + Soldevi Digger + Demonic Consultation
Cast Time Walk
Digger the Time Walk
Consult for Time Walk
Digger another card (else you will lose game during next draw phase)
->next turn
Draw the another card
Cast Time Walk
->next turn
Draw it during your draw phase
Cast it
...
Infinite Turns!
Wood Elemental. No discussion necessary
Kent
While Simalcrum would work in this case, Consulting for a Counterspell
would not. Because the Consultation is an Instant, the timing bubble for
Interrupts (ie Counterspell) has closed by the time that you have cast the
Consultation. Simalcrum or Martyrdom would work just fine and dandy,
though...assuming you've got a critter handy to sack.
For further info on this wonderful timing mess, check out the thread
"Armageddon-Zuran Orb-Counterspell." It's due to come up again in about a
week or so, right? :)
James
---------------------------------------------------------------------------
"Imagine if you could come back and | "A common mistake made by people
take out 5 people that had caused | trying to design something
you to suffer. Who would they be?" | completely foolproof is to
| underestimate the ingenuity of
"I only get five?" | complete fools." - Douglas Adams
|
Mulder & Scully - The X-Files | James Sambrook - gan...@wpi.edu
---------------------------------------------------------------------------
Demonic Consultations power comes from the fact that it is an instant.
Example:
Opponent fireball's you to death
No counterspells in hand
Without a demonic consultation that is basically it, game over
With one you have a chance consult the counterspell, if you get
unlucky, oh well, you were dead anyways, if you get lucky, odds are he's
tapped out (Simulacrum works just as well)
-Josh Kershner
Doens't work to consult for a counterspell, since the spell is already
cast.
Simon
Aaron
Cool Hands wrote:
>
> mai...@fh-rosenheim.de (Ludwig Gassner) wrote:
>
<snip>
> I agree. What the hell were the designers thinking? The only way such
> a effect would be useful is if you used it on your opponent.
> Cool Hands
--
You see Jordan, the word you're forgetting is "balls." Big-bad-brass-
balls. You're either going to kick ass or go down in flames. Most fast
black decks are like that anyway. You go for it, and you go for it NOW.
The other use is when the game is down to the wire, you have one last
chance to win, if only you could just draw that one card... If you're
going to lose anyway you might as well go out in style.
You'll also find many players with Necropotence decks who will consult
for a Hymm to Tourach. It thins out the deck and gives them a greater
chance to draw more Hymm's. For more info, just read this group once in
a while. There's only about 800 Hymm/Necro posts per day.
James Ludlow
lud...@lambdatech.com
>I agree. What the hell were the designers thinking? The only way such
>a effect would be useful is if you used it on your opponent.
>Cool Hands
I would disagree. The dominant Type II Tourney Deck (Necropotence) plays with
Demonic Consultations in their main deck. Usually, they are used to pull Disks
when the player is in trouble or to get out an early Hymn. While there
definately is risk involved, the card can be very useful. I know it saved my
butt on more than one occasion. Useless cards? How about Tidal Flats or
Camels ;-)
Hogie
Hi!
I think there was a combo publish as part of an advertisement om Duellist
#6 using Sorrow's Path, Onulet and a few other cards that I cannot
remember. Does anyone out there have any idea?
Daniel
Well, I know an expert like you never loses a game, but those of us who do are
the ones who know the power of the consultation. If your opponent is about to
kill you, who cares if you lose your library? You either lose (which would've
happened anyway) or you get out of the situtation. And only a moron consults
for something that he has only one of, barring desperate circumstances (see
above). If you use it wisely (don't strain yourselves now), DC is like an
instant tutor.
>Cool Hands
>
--
Janek Klawe
"I'm the Dragon Reborn, and I'm going to kill you."
-Rand al'Thor, Wheel of Time
>James Ludlow
>lud...@lambdatech.com
What is the chance that all copies of the card are in the first six?
I'd guess it is very small. (Like, if you have 40 cards left, and only
one copy, it would be about 1/7 ... if you have several copies it
would be a lot less.
Even if you had one copy of the card, getting a victory 6 times out
of seven sounds good.
Petri
: While Simalcrum would work in this case, Consulting for a Counterspell
: would not. Because the Consultation is an Instant, the timing bubble for
: Interrupts (ie Counterspell) has closed by the time that you have cast the
: Consultation. Simalcrum or Martyrdom would work just fine and dandy,
: though...assuming you've got a critter handy to sack.
Martyrdom wouldn't work either since it is not a damage prevention spell and
you get the card when the spell stack is resolving, where it is illegal to
cast.
Ingo Warnke
Think about it. People play with 60 cards to have a tight deck, right? So is
there anything wrong with a 56-card deck? That's what 4 Urza's Baubles do:
they effectively don't exist, giving you a smaller deck.
>--
> -------------------------------------------------------
>|Aaron Gaudio adg...@ritvax.isc.rit.edu |
>|"And if I die before I learn to speak/ will money pay |
>|for all the days I lived awake but half asleep?"-- PRG |
> -------------------------------------------------------
Ever heard of shrinking your deck? For zero
mana, you can turn your deck into a 56 card
deck. Urza's bauble isn't a tournament winner,
but it is far from the worst card in magic.
Offhand, I'd cast my vote for gravebind or
wood elemental. Of course, I wouldn't be suprised
if I forgot some better candidates.
-Jon Newton
Can you post the deck or send it to me? I've been looking for an
idea of a good Type I deck. =)
On 30 Jul 1996, CGJENSEN wrote:
> I have news for a whole lot of people (idiots) that condemn the Oath of
> Lim-Dul. For the record, I have made a winning, type 1 deck based around
> the Oath of Lim-Dul. It's easy to say a card is useless when you aren't
> willing to exhibit creativity and try to use it. "Think before you
> write", an idea many people would benefit from.
>
>
<\---/>
( . . )
---------------------------------------------------ooO--U--Ooo-----
Daniel Law
CSO Computer Consultant
Vice-President of the UIC Paintball Club
A.K.A. Nickoli Lupus: Vampire the Masquerade PBEM Game.
http://www.uic.edu/~dlaw2 (always something new to check out)
-----------------------------------------------------ooO-Ooo-------
"Friends don't let friends play necro"
-Sam Bryant.
I'd be tempted to say that the poison cards are useless, but that brings
up something even worse: Leeches. The *ONLY* time you can use this card
is if you know even before you build your deck that you're gonna be
playing someone who uses poison. It's never going to be found in anyones
standard sideboard. Even against poison, it's a pretty pathetic
sideboard. If your deck can't deal with 0/1s, 1/1s, and 1/2s, and only 4
of each, then Leeches aren't going to save you. Bad card, 'nuff said.
Marsh Dragon
--=(UDIC)=--
For the most part, this is true, and I like using the Baubles in tight
decks, but...
Sometimes, they suck.
Say you NEED that Stream of Life, or whatever, just to stay alive one
more turn, because you'll be able to win next turn. You draw, hoping
for the Stream, and you get... Urza's Bauble! Crap! You get no new
card to play with this turn. (Sure, you get it next turn, but by then
it COULD be too late.
If this disadvantage didn't occur (say the text read "Draw a card"
instead of "Draw a card at the beginning of next turn's upkeep"), there
would be absolutely no reason NOT to put 4 Urza's Baubles in every deck.
That's all I have to say. Ignore it if you want, because it's not
terribly important.
David Fontes
dfo...@umassd.edu
>: My vote for most worthless card is Sorrow's Path - come on, somebody just
try
>: to tell me when this is good. In an all-big creature deck?
>
>Hi!
>
>I think there was a combo publish as part of an advertisement om Duellist
>#6 using Sorrow's Path, Onulet and a few other cards that I cannot
>remember. Does anyone out there have any idea?
Spirit Link/Living Plane/Castle = 2 life per land + Creature you have in play.
That is almost a worthy use for the Path. I keep meaning to make this deck and
see if I can get the Combo once...
Kent
Yeah. What he said
>
>You'll also find many players with Necropotence decks who will consult
>for a Hymm to Tourach. It thins out the deck and gives them a greater
>chance to draw more Hymm's. For more info, just read this group once in
>a while. There's only about 800 Hymm/Necro posts per day.
Hymn? Necro? What cards are you talking about? I must have missed the thread
:)
Kent
>Think about it. People play with 60 cards to have a tight deck, right? So is
>there anything wrong with a 56-card deck? That's what 4 Urza's Baubles do:
>they effectively don't exist, giving you a smaller deck.
Not exactly true. The more useless cards you put in the
deck(regardless of casting cost), the less your chance of drawing a
useful card. That defeats the purpose if you're planning on making a
'tight deck'. I mean, if you really put it in to take up space, why
not just put in a land ? At least it does something useful....
Cool Hands
Hey, wait a sec... I think you guys missed a whole class of
worthless cards...
What about those damned swamps!
I keep finding myself with that cool Hordes in my hand, and no lands but
Swamps! This is no help whatsoever... I don't know why anyone uses those
stupid swamps in the first place. Not only do they do Red no good, but
Blue, Green, and White spells also have no use whatsoever with a swamp!
What were the desighners thinking?!?!?
;)
On Sun, 28 Jul 1996, Cool Hands wrote:
> mai...@fh-rosenheim.de (Ludwig Gassner) wrote:
>
> >In article <4thc4b$e...@perry.zippo.com>,
> > re...@im4u.net (Jordan Brehm) writes:
> >> Most useless card in MtG... I'd have to say Demonic Consultation.
> >> What happens if you draw the card you name as one of the first six and
> >> you've only got one? You die! I see no use for this at all.
> >>
>
Works for Simulacrum, but not for counterspell. When you cast Demonic
Consultation as a response to the fireball, then this means the fireball
has been successfully cast. If the fireball was targeting a creature, you
can't even consult for an Unsummon to save the creature, because once the
Consult resolves, the whole chain of effects must resolve. Simulacrum
works, but only because it's a damage prevention spell that is always cast
last.
Marsh Dragon
--=(UDIC)=--
Of course most people usually have trouble fitting everything they
want in 60 cards. If you can fit 4 baubles in your deck, when they
could be four other cards available immediately, you must have the
problem licked - I'm always having to take pains to get in 40 cards
before adding land, much less 36.
No, I have to agree, the Bauble is just not worth it, if only in theory.
--
----------------------------------------------------------------------------
C. Everett Watson, Esq. cr...@titan.oit.umass.edu
Element of Collective Awareness
Luminary
CARBONATED WATER, HIGH FRUCTOSE CORN SYRUP AND/OR
SUCROSE, CARAMEL COLOR, PHOSPHORIC ACID, NATURAL
FLAVORS, CAFFEINE.
Coca-Cola, the water of life.
Favorite artists: Maddocks, Hoover, Kane-Ferguson, Raabe, Rush, Menges,
Tedin, Kaja Foglio, Morrissey, Venters, Alexander, Benson
Lovecraft, Poe, Thomas, Lucas, Cummings, Doyle, Elliot
Siouxsie, Pink Floyd, Peter Gabriel, Enya, Phillip Glass
----------------------------------------------------------------------------
Didn't the guy who won PT3 have 4 baubles in his deck? I seem to recall
that being the case.
Michael
My 2 cents
Ivan
The Leprechaun is an awesome combo card with such things as COP green,
green wards etc. It can be used well.
Craig
There are WAY worse things. I wish I had some so could build my CoP Green
deck.
>
>My 2 cents
>
>Ivan
Urza's Bauble is very powerful because it allows you to reduce your
deck below 60 cards, down to 56. I've seen many decks with 4 in them.
As for the look at one card in hand ability...well it might be useful
if you see a game turnaround card (i.e. Balance) in your opponents
hand, but most of the time won't help you.
-Jeebers
Sandeep Kamath
Ah, nice to see someone else who believes in the power of the Bauble. I
made a deck a while back that used 4 Lodestone Baubles, 4 Urza's Baubles,
and 4 Foresights (first one used to go get the other three). This gives
you the ability to play with a 40 card deck, basically. When you Bauble,
you get 2 cards out of your library, so if you use all 8 Baubles, and use
the Foresight to rip out 4 more cards, you're left with 40 cards. Lots of
fun, only problem is the "damn I need a fireball" syndrome. "Damn I need
a fireball and I get... Urza's Bauble! Argh!"
Pat
--
"Magic is Green, Wizard. Green and powerful..."
CITY
I dunno about wood elemental, I've seem some really big ones. Gravebind is
really bad, and a rare at that, but my vote has to be avoid fate. It's only
good against a lace/blast deck, and how many of those have you seen?
-Keith
ke...@negia.net
>I think there was a combo publish as part of an advertisement om Duellist
>#6 using Sorrow's Path, Onulet and a few other cards that I cannot
>remember. Does anyone out there have any idea?
Adventures by mail (AKA "The Magic Source") put out that advertisement,
stating what a wonderful combo it would be to have a sorrows path, 4 soul
nets, and 4 onulets, and the whole shebang can be yours for a measly $20
(or some similar amount of money - like I'd spend hard earned cash on a
SORROWS PATH - sheesh!)!
Even if I wanted to do this assanine combo, I'd use a card that might be
useful like pestilence to kill all my creatures - which by the way is about
the most card inefficient idea for gaining life I've ever heard of - if
you're that desperate to gain life, try a stream of life and a couple of
dark rituals and don't waste your money giving it to ABM, they don't deserve
it (the latter I can tell you from a dealers perspective - ABM is truly the
worst distributor I've ever had the distaste of dealing with).
Too bad this was little more than a weak, brain dead attempt to offload the
least wanted out of print card from a limited set in the history of magic.
I must agree. Sorrows path is the stupidest card in MTG. General jarkeld
is hardly ever used in any serious deck in MTG, or any other for that
matter, and he does the same thing as sorrow path without the "2 damage to
you and all your creatures" drawback.
--
Alan D Kohler
hwk...@poky.srv.net
"Calvin, do something you hate. Being miserable builds character"
Calvin mocking his father.
> Of course most people usually have trouble fitting everything they
>want in 60 cards. If you can fit 4 baubles in your deck, when they
>could be four other cards available immediately, you must have the
>problem licked - I'm always having to take pains to get in 40 cards
>before adding land, much less 36.
> No, I have to agree, the Bauble is just not worth it, if only in theory.
Most people? Most newbies...
Newbies seem to think: wow, this card is good (I mean, what cards are
BAD for you?) and then put it in the deck. But the truth is that you
shouldn't have "good" cards in your deck. You should have THE BEST!
David
If you cannot see the fact that the Bauble effectivly reduces your deck size, you
must have never played with it. Looking at a card from your opponents hand is trivial
(maybe WOTC wanted to fool people by having them overlook the real benifit, drawing a
card for 0 mana).
------__--__==-------==----ThisIsTheEnd...---==--=_===-----
...Sometimes I feel nostagic for a time i never, places i've never seen, and people
i've yet to meet
------------=======-----=--------========-===---------==------==------=-======----=
Then use a bigger deck. You are being inconsistent here. If you can't get in
all the cards you want, you can use a large deck. If you want a small, tight
deck, use the bauble.
>
> No, I have to agree, the Bauble is just not worth it, if only in theory.
>
[obscenely large .sig snipped]
> Come on. Have you ever seen anyone use an Urza's Bauble effectively? Uh,
> I get to see a card in your hand.., and draw a card?
> Yeah, Bauble sucks.
Whoah, hold up there billy ray. Urza's Bauble is a great card. Every
bauble you put in your deck trims it down, and puts you that much closer
to your zuran orb, ivory tower, balance, whatever.
In a necro deck, where Ivory Tower is so brutally powerful, I see no
reason to not include 4 Urza's Baubles (this wasn't my idea, it was
Mike's originally, and it does work).
..Now, if you want to talk about shit cards, let's talk about Tidal
Flats. That is a shit card. (although I liked Chris Mim's Tidal Flats
deck, which was fun, yet still proved Tidal Flats blows).
Asta la vista,
Jeff
--------
Gamemaster: But why did you kill the kobold women and children?
Player: Because they aren't worth any experience points to us alive.
--------
>Ah, nice to see someone else who believes in the power of the Bauble. I
>made a deck a while back that used 4 Lodestone Baubles, 4 Urza's Baubles,
>and 4 Foresights (first one used to go get the other three).
Sounds to me like you have too much of the "strip my
deck" garbage. It will take too damn long to find the
real cards. At least replace the foresights with
arcane denial, and attempt to gain a one card advantage for
two mana (i.e. cast a bauble, deny it, get three cards during
the next upkeep). Still a little slow, and requires a bit of
a combo to work.
Erik
--
Matthew Gagan (mgag...@northwest.com)
"I am in my body the way most people drive in their cars."
- Laurie Anderson
--
JohnO
> I dunno about wood elemental, I've seem some really big ones. Gravebind is
> really bad, and a rare at that, but my vote has to be avoid fate. It's only
> good against a lace/blast deck, and how many of those have you seen?
You've seen really bud Wood Elementals? Holy shit, who have you been
playing, dude? Avoid Fate can counter a Control Magic, I hear some
people still play with that.
"Wood Elemental, it's like a green Juzam." (if you happen to have 5
untapped forests after paying it's casting cost, and feel like
sacrificing them).
Isn't the fact that all Magic cards have some use one of the great
things about the game?
For example: Spellfire: Does anyone out there like the realms with no
abilities (I think there's one with just a negative!) and how about
the +2 allies?
Part of the fun in Magic, especially when making fun decks, is trying
to find uses for cards...I'll admit my Fire n Brimstone/Circle White,
Ghazban/Sirens Call (I hope that 5e list is right about FnB, then I
can finally make it the way it was intended...with 10 of each :) deck
really bites but it was fun making it. Most (there is no 'one') of the
worst/useless cards have stronger (cheaper, more potent, etc.)
counterparts AND are almost never needed in quantity.
For example: Chain Lightning vs. Grey Ogre: Compared to Lightning
Bolt, Chain Lightnin sucks but in tournaments the 4 card limit gives
people a good reason for play it (other than for combos like Ruhk
Egg). Whereas on the other hand, Grey Ogre is much less than Uthdan
Troll and in my opinion is only left in the set to give people
something to compare other cards to >:)
Jared Warren
jwa...@octonet.com
http://www.octonet.com/~jwarren
Test tube babies get a womb with a view.....
It also stops Control Magic, as it stops enchantments. Woody has
this card beat cold. Legends had many bad cards; here's a few more.
Glyph of Destruction.
Shelkin Brownie.
Raging Bull.
Great Wall.
Marble Priest. ( There's a lot of wall cards, and most of them are just
awful. )
Flash Flood.
Cosmic Horror.
There's plenty more; add to the list, and have fun!
James "bought 3 boxes of Legends" Grahame
Only problem with this is that:
once you begin casting/using instant-level effects, you have passed up
your chance to use interupts.. the simulacram would work, though. (its
an instant, right?) or a salve, alabaster, etc.. Ya baby, consultation
rocks...:)
***********************************************************
* My own IMHO's, & all that.. * "Always look on the *
* * bright side of life" *
* rda...@efn.org * -Python, of Course *
***********************************************************
>(Been following this thread for awhile and I didn't quote it because
>this isn't to any one particular part of the thread.)
>Isn't the fact that all Magic cards have some use one of the great
>things about the game?
Yes, but not all of them do ...the REALLY useless cards are the ones
that have the same cost and abilities as another card but are missing
something as well , like the Ogre or the Mons Goblin Raiders.
ANYTHING else is useful; an Atog deck in dire need of a Lightning Bolt
buried two cards down might have great use for Goblin Artisans.
>For example: Spellfire: Does anyone out there like the realms with no
>abilities (I think there's one with just a negative!) and how about
>the +2 allies?
TSR has used brute force to fix that. They printed a new edition that
added powers to EVERY card, some of which turned lousy cards like
Sadira into total game-breakers. My question now is whether Second
Edition cards all gain the Third Edition powers, and if so, and the
player only has the Second Edition card, how does the player know what
its ability is? :) An even more pressing question is why the player
is playing Spellfire, but ...
>Part of the fun in Magic, especially when making fun decks, is trying
>to find uses for cards...I'll admit my Fire n Brimstone/Circle White,
>Ghazban/Sirens Call (I hope that 5e list is right about FnB, then I
>can finally make it the way it was intended...with 10 of each :) deck
>really bites but it was fun making it. Most (there is no 'one') of the
>worst/useless cards have stronger (cheaper, more potent, etc.)
>counterparts AND are almost never needed in quantity.
The tentative 5e list is out? Where?
>For example: Chain Lightning vs. Grey Ogre: Compared to Lightning
>Bolt, Chain Lightnin sucks but in tournaments the 4 card limit gives
>people a good reason for play it (other than for combos like Ruhk
>Egg). Whereas on the other hand, Grey Ogre is much less than Uthdan
>Troll and in my opinion is only left in the set to give people
>something to compare other cards to >:)
Exactly. Same goes for the Hurloon Minotaur compared to the Granite
Gargoyle. (Funny how so many of the useless cards are red, isn't it?)
--------------------------------------------------------------------
Kender Dragon (Ms. Raistlin S. Wakefield)
rai...@gate.net
--------------------------------------------------------------------
>>Think about it. People play with 60 cards to have a tight deck, right? So is
>>there anything wrong with a 56-card deck? That's what 4 Urza's Baubles do:
>>they effectively don't exist, giving you a smaller deck.
>The more useless cards you put in the deck(regardless of casting cost), the
>less your chance of drawing a useful card. I mean, if you really put it in to
>take up space, why not just put in a land ?
You're completely missing the point. The reason you use Baubles is because
they effectively _don't_ take up space... as soon as you draw one, you just
play it and you get to redraw.
True story
Back when preparing for a PT2 qualifier, A freind of mine cam and asked to
trade for a truce. Being a crappy enough card, I could care less, I did it.
Then I started trimming my titania deck and trying to fit in the 5 homelands
cards. Well, guess what. After long deliberation, I narrowed the best
choice for my deck (after all the serrated arrows) down to - TRUCE - and had
to trade for another one! Now I know why robert wanted my Truce!
It wasn't totally useless - but it was always the first card I sideboarded
out.
> In article <4ti04h$f...@nuscc.nus.sg>, med2...@leonis.nus.sg says...
> >
> >Scott Shaffer (sco...@bangate.compaq.com) wrote:
> >: My vote for most worthless card is Sorrow's Path - come on, somebody just
> try
> >: to tell me when this is good. In an all-big creature deck?
>
> >I think there was a combo publish as part of an advertisement om Duellist
> >#6 using Sorrow's Path, Onulet and a few other cards that I cannot
> >remember. Does anyone out there have any idea?
>
> Adventures by mail (AKA "The Magic Source") put out that advertisement,
> stating what a wonderful combo it would be to have a sorrows path, 4 soul
> nets, and 4 onulets, and the whole shebang can be yours for a measly $20
> (or some similar amount of money - like I'd spend hard earned cash on a
> SORROWS PATH - sheesh!)!
<snip of ABM's poor rep, attempt to unload 'trash'>
> I must agree. Sorrows path is the stupidest card in MTG. General jarkeld
> is hardly ever used in any serious deck in MTG, or any other for that
> matter, and he does the same thing as sorrow path without the "2 damage to
> you and all your creatures" drawback.
But he can be bolted/terrored/otherwised killed. Sorrow's path has two
uses, which people keep ignoring - And yes, I've pulled them off in _fun_
(gasp) games.
#1 Deathlaced 'path in a Pestilence style deck (esp. with pump knights)
#2 'Path, Gauntlets of Chaos, Icy - trade land, start tapping the path to
do damage & kill creatures.
Matt "Ian" Sulham, red...@u.washington.edu
-----------------------------------------------------------------
God, grant me the serenity to accept the things I cannot change,
the courage to change the things I can, and the wisdom to hide
the bodies of those who pissed me off.
-----------------------------------------------------------------
Put it in a millstone deck.
draw 2 cards to kill yourself or gain all the life you want, because I
don't care.
love
steve
On 1 Aug 1996, John Ormerod wrote:
> Most useless card = Truce
> from Homelands
> Pay three mana so your you both get the choice of two life
> or two cards. This really sucks. I've never seeen a deck with
> one in.
>
> --
> JohnO
>
>
My pure White deck-exhaustion deck contains two Truces...
They draw two cards: thats a benefit for them sure, but two cards nearer my
victory condition for me.
They take the lives: Big deal, there's no way of doing damage in my deck
anyway.
So its 2W for either four lives or two cards for me: I don't care what they do.
This is not flawless logic: giving your opponent cards is never a good thing,
but in the right deck its not necessarily a *very* bad thing.
Also consider what happens when your hand is Truce, Truce, Balance.
+Mark+
You know a card is good when the best use of it is giving it to your
opponent.
--
Mike Donais. (BOFH) (don...@uwindsor.ca)
SOCR: Student Operated Computing Resources (Http://supernova.uwindsor.ca)
Cyclopean Mummy! (I know it's not that terribly awful, but a creature
that removes itself from the game when it goes to the graveyard?
Phooey... Gimme vampire bats, baby.)
Those of you who have amazing combos and uses for the above, let me know.
I don't think any card is completely worthless, but some are just... not..
so.. good.
Used up my whole quota of ellipsis...
Dave
PS ...
In article <4u9aj6$4...@newsbf02.news.aol.com>,
dcram...@aol.com (DCramer185) wrote:
>Rust...woo-boy, rust is not very good...
Well, you can counter artifact effects that can cost you a game (i.e. Icy
Manipulator, Mirror Universe, etc.)
>Camels are not very useful...(please, PLEASE, play a desert...)
It does have banding (although I'm grasping at straws right now :)
>Sivitri Scarzam is a Craw Wurm that's harder to get out...
Can't be terrored, banished like the Wurm, but it is Red Elemental/Pyroblast
bait.
>Sorrow's Path makes my head hurt...
Yeah, mine too.
>but my winner is...
>Cyclopean Mummy! (I know it's not that terribly awful, but a creature
>that removes itself from the game when it goes to the graveyard?
>Phooey... Gimme vampire bats, baby.)
An integral part of ->THAT DECK<- a 2/1 creature for 2 mana, not that bad, and
you probably wouldn't want to regrowth, recall or raise dead it anyways. And
hey, if you're opponent is playing Lhurgoyf, it's actually a benefit!
(grasping at straws again :)
>Those of you who have amazing combos and uses for the above, let me know.
>I don't think any card is completely worthless, but some are just... not..
>so.. good.
My vote still goes out to Tidal flats. 'Nuff said.
Hogie
tidal flats and mana short
Tony :>
Actually, I know people who think that rust is a strong type 1 card...
here's an example of why:
Opponent: "I tap these two moxes and four lands and cast a shivan
dragon"
You: "Hold on... once you're done responding to your own interrupts, I
rust one of your moxes... burn for 5, boyo!!!"
It also counters any artifacts that require a sacrifice, like jester's
cap, black lotus, mirror universe, gauntlets of chaos, aeolipile, and
other junk that you never see in a type 1 tournament. Anyway, it's a
cool way to disrupt your opponent's strategy.
As for useless cards, how about those banding lands from LE?
Bye
The Master of the Hunt
In article
<Pine.A32.3.92a.960807...@homer11.u.washington.edu>, "A.
Rivera" <ton...@u.washington.edu> wrote:
--
Andrew Gibbs
rgi...@ici.net
: tidal flats and mana short
Mana Short?? Lemme guess, you're still mad at finding out you can't
use Mana Short to counter stuff. Do you have any *idea* how devastating
Mana Short can be in a Stasis deck? Or a Winter Orb deck?
Chris Mattern
|) |) [ -|-|- "No great genius has ever existed without some touch of
|) |\ [ | | madness." - Aristotle (De Tranquillitate Animi 17:10)
Brett Foster <foste...@osu.edu> http://www.cis.ohio-state.edu/~bfoster
The key to the Cyclopean Mummy is that it violates a basic assumption in
Magic, that creatures go to the graveyard when they die. If this card is
used simply as a 2/1 then it isn't all that good of a card, however used in
the right deck it can be extremely useful. One of my previous decks that I
used included these. The idea was to facilitate recursion. If the Mummies
died, when I Feldon's Caned, these early game only creatures didn't return to
my hand at a later time. As an early 2/1 they make a fairly good blocker, and
in my R/U/b deck, the blockers were desperately needed.
The deck looked sort of like this:
4 Lightning Bolts
4 Chain Lightnings
4 Incinerates
4 Guerrilla Tactics
4 Brainstorms
4 Portents
2 Foresights (Take out land)
1 Time Twister
1 Time Walk
1 Wheel of Fortune
4 Cyclopean Mummies
1 Ancestral Recall
1 Mox Ruby
1 Mox Sapphire
1 Demonic Tutor
1 Mox Jet
3 Hymn to Tourachs
1 Feldon's Cane
1 Black Lotus
4 Badlands
4 Volcanic Islands
4 Underground Seas
4 Mishra's Factories
1 Maze of Ith
Tell me what you think.
-Josh Kershner
ker...@cs.buffalo.edu
Hey, it's a good sideboard card vs. those powerful Karplusan Giant
decks.
But seriously-- good call. I wonder if WotC thought snow-covered lands
might be overly powerful or something and that everyone would use
them. If anyone can think of a use for Melting, I'd like to hear it.
Other near-worthless cards from Ice Age: Gravebind (who sideboards
that specifically?), Snowfall, Snowblind (maybe fun in multiplayer),
and the Talismans.
By the way, I don't think the most worthless card could possibly be a
creature because virtually any creature can be useful in sealed deck.
I've heard Cyclopean Mummy and Carrier Pigeon a lot in this thread,
but they're both pretty decent in sealed.
-mat
> --
> Andrew Gibbs
> rgi...@ici.net
PAC
I have to disagree here. These cards do wonders to your opponent's mind. They
have to decide between spending mucho mana or having something really bad happen.
Mercinaries (sic) are my favorite ones. Early in the game your opponent can't
afford to pay the mana since it's gonna consume quite a bit of it, and later on
they have to think about it. This is especially nice against blue players. They
don't really think that little white creature is that much of a problem, but when
they have to decide between paying that 3 mana or saving it for a counterspell.
My favorite tactic is to wait to cast my spells until after I've attacked with a
couple of them and they've paid that 6 mana. Then there are no nasty surprises.
--
From: Erik O.
er...@phoenix.net
http://www.phoenix.net/~eriko/
Gravebind's useful in an all-vampire deck where regenerating creatures
really suck heavily. (black-green standard vampire-lure-regen) I've used
it, and I've seen it used successfully.
Talismans are useful in Enduring Renewal combos (woo hoo)
Snowfall/Snowblind - ok, I agree.
Most worthless CREATURE in MTG? Tie- between Elder Spawn
and Sea Troll, Sea Troll being my personal hate-fest.
Sea Troll 2U
Summon Troll
U: Regenerate. Use this ability only on a turn when Sea Troll was blocked
by a blue creature.
2/1.
OK. 3 mana, 2/1 creature with a special ability that will almost NEVER be
used! What blue creature is going to BLOCK this thing? Flying Men?
Storm Crow? OK, it's the patented Flying Men killer, for 3 mana, when you
could pay ONE mana more, and get +1/+2, and FLYING f'cryin' out loud,
but lose the regen. (Phantom Monster.)
If you need regeneration that badly, get a Spiny Starfish. :)
SQUIRE
> The most useless card is : AIsling Leprechaun for 1 mana a 1/1 that can
> turn things GREEN (I like the green part though)
>
> My 2 cents
>
> Ivan
HANDS DOWN the most useless card in Magic is...
Wall of Wood
1 green for a 0/3 is pretty bad in itself (I mean, you can have a 0/6 for
0 mana) but just consider Tinder Wall. Same cost, same power/toughness,
but you can sac it for mana or to kill an attacking creature.
Add four lim-dul's vaults for the guerrilla tactics and you have a
TURBOMUMMY deck.
:)
David.
ATS, Otago University Phone Ext: 8505
Dunedin, New Zealand Email: Dav...@bagend.otago.ac.nz
URL: http://www.otago.ac.nz/Web_menus/User_Homepages/david/
(has Magic decks, Atari games, MS-DOS utils and Warcraft II puds)
Well, they're not better than Hill Giant, and Hill Giant SUCKS!!!
David
Is Wall of Wood better than Tinder Wall in absolutely every case? I mean,
if your opponent Ray of Commands your Wall of Wood, what's he gonna do
with it? On the other hand, if he Rays your Tinder Wall, he can sac it
for mana! When playing against a Ray of Command/Control deck, it's good
to have decoy cards to get controlled/rayed. Lose the wall of wood, then
play the Tinder Wall next turn!
When talking about useless cards, I don't we should mention cards that are
just inferior to others. Wall of Wood is not useless, though there are
cards better than it. I would much rather have a 0/3 wall for 1 mana than
an enchantment that stops lands from being snow-covered.
My cry for the most useless card in the game is... ( I don't even remember
the name! ) an enchantment that does something like "Whenever a player
casts an instant, this enchantment deals that player 4 damage. Ignore
this effect if it was the first instant cast by that player on a turn."
You have to count on playing against a player who regularly casts more
than one instant per turn. Pretty limited use.
Cheers,
Marsh Dragon
--=(UDIC)=--
Mercenaries
We could be wrong (probably not) but if you have a use E-mail me with it.
Ryj...@aol.com
I know, the AOL thing, I just use it 'cause I have it. Hey, I don't pay
for it!
"Be nice to other people, they outnumber you 5.5 billion to 1"
That would be the infamous, suck-ass Ichneumon Druid , a lame-ass green
creature from Legends. Anyone want one??!! It's got a really cool
picture!!
Shrike
That card is Ichneumon Druid. LG 1GG creature. it's actually kind of cool,
because it's the only card besides Syphon Soul that affects every player besides
you. You'll note that any card that just says "opponent" has been errattad to
"target opponent". Or am I the only one around here that plays with 4 Ichneumon
Druids and 4 Word of Commands? :)
mana barbs deck ( 6 of damage to stop 3 )
Mercenaries. 3/3 White creature for 3 mana that doesn't deal damage in
combat if you don't pay 3? Quite simply, it's a fast white creature. If
you're opponent has a Dancing Scimitar, and you attack with two White
Knights and Mercs, when he blocks the Mercs you don't even have to pay.
If he doesn't, just to make you pay, then great! You're dealing more
damage. They're not a great card, but they're not useless, and certainly
not the most useless card in the game.
Cheers,
Marsh Dragon
--=(UDIC)=--
Really the worst card has to be Rakalite. You can't even build a good
deck around this idea.
--
Raymond Hale
Sle...@access.digex.net
Beau Hale
"Only God Can Make Trees"
The following quotes have been stolen and included for Duke Wilford:
"Friends help you move. A True Friend helps you move bodies"
"Spandex...A priveledge not a right"
"Bandwidth is there to be Wasted"
**********************************
>
Rubbish. With mana flare, rakalite becomes quite feasible. I've used it
very successfully in a mana flare deck. Its not tourney quality, but then
so few cards are.
--
Cameron Hutchison (ca...@zip.com.au) | Beware of the clams
GCS d--@ -p+ c++(++++) l++ u+ e+ m+(-) s n- h++ f? !g w+ t r+