The 5 Worst Magic: The Gathering Cards of All Time

For everyone who learns Magic: The Gathering, one of the hardest lessons is to learn which cards are good. Card evaluation is tested in each test Magic format. Concept and Sealed require quick decisions about which cards offer the best value, while Constructed emphasizes deep synergy and the ability to read the metagame.

In Limited, bad cards can be excessively expensive spells or narrow spells with high setup costs. Bad construction maps generally have statistics that are less strong or do not immediately affect the battlefield after solution.

Chief Designer Mark Rosewater said in his blog post “When Cards Go Bad” in 2002 that bad cards are an important tool Magic. Card power is largely contextual and bad cards are important to measure players’ skill through card evaluation.

Traditionally, bad cards can be useful in sideboards and niche strategies in all formats. Rarely is a map really useless. The explosion of Commander as a random eternal format opened the doors to a bunch of submissive scarcity and pull down to become important pieces in specific decks.

With that said, some maps are so bad that even Commander players struggle to find a target for these maps and they are often a part of Limited Cubes which is terribly built. Magic cards.

Here are the five worst Magic maps of all times.

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  • CMC: One
  • Type: Artifact
  • Keyword: Cumulative interview one
  • First Ability: When playing a card, sacrifice Jiji Bubble.
  • Second ability: pay two mana: you get one life.

This is an excellent example of a card that is not worth the disadvantages. If Juju Bubble were merely a one-man artifact that could get a little life from time to time, this game would see a cheap enabling of artifact synergies. Cumulative maintenance is the death of this card.

There are very few cumulative maintenance cards that are worth the cost. The amount of mana that needs to be invested to preserve the map is not worth it. If you can afford to pay the cumulative maintenance costs and have a little mana left to incur, you can not do it. When you play a card, Juju Bubble is sacrificed. There is really no point in ever performing this spell.

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  • CMC: 3 (G)
  • Type: Creature Elemental
  • Statistics: * / *
  • First Ability: As Wood Elemental enters the battlefield, it sacrifices a number of unused forests.
  • Second ability: Wood Elemental’s strength and toughness are equal to the number of forests sacrificed when it entered the battlefield.

Wood Elemental is a classic bad game that costs about $ 50 to pick up one. Wood Elemental is primarily a bad card because it enters the battlefield trigger. Sacrificing Forests in addition to the four mana costs to give strength and toughness is hard to sell.

If you sacrifice even two lands, you are sitting so far behind your opponent that Wood Elemental becomes a negative asset. Wood Elemental does have a home in Commander strategies that want to place lands in the cemetery like The Gitrog Monster or Lord Windgrace decks.

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  • Type: Ground
  • First Ability: Type: select two target blocking creatures that control an opponent. If each of the creatures can block all creatures blocking the other, you must remove both from the battle. Each then blocks all beings that block the other.
  • Second Ability: When Sorrow’s Path is touched, it harms you and every creature you control.

Wizards of the Coast used to experiment with utility lands that were not tapped for mana. Maps like Maze or Ith and Bazaar or Baghdad look like extensive play and are good examples of countries that offer enough utility to overcome the disadvantage.

Sorrow’s Path is not one of these cards. The first ability requires so many things to be right to work. Even if you do use the ability of Sorrow’s Path, it can only be a one-sided tablecloth that does not end in your favor. Two damages to you and your creatures are a major drawback.

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  • CMC: W
  • Type: Enchantment
  • First ability: Put a hunger counter on Fast at the beginning of your interview. Then destroy Fast if there are five or more hunger counters on.
  • Second ability: if you were to start with your drawing step, you could skip the step instead. If you do, you get two lives.
  • Third ability: destroy Fast when drawing a card.

In almost every situation it is better to draw a card than to get two lives. Instead of getting your draw step, ask to win two lives. There is no reason to perform this spell on a white deck.

If you want to use Constellation, there are enough enchantments with one mana with respect. If you want to win two lives, it’s just a better option to attack with a two-legged animal with Lifelink.

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  • CMC: 1 (R)
  • Type: Immediate
  • First Ability: Turn the target face down.

There really is no situation where Break Open is worth it. Red has a historical subtheme of random effects, and in that case, Break Open is bad, but tasteful. For two mana, you essentially pay the Morph cost of the opponent. Instead of handling the 2/2 face down, you change the map into a more powerful being with a useful effect.

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