Guidelines for a "broken" card?

B

BigBlue

Guest
the You Break the card thread isn't working out for me. No one has proposed any cards to gain insight on, and my choices have been very crappy. So what should I use as a guide in my card selection?

Tournament type? Should I stick to Type 2, or go extended as well?

Mana Cost, to be broken does it have to be cheap?

Reusable, to be broken does it have to be recyclable?

Type, should I stick to Instants since they are the most utilitarian?

Should I stick only to cards not already broken, or pick broken cards to see how many uses people come up with?

I'd like this to be useful and get magic discussion flowing.
 
G

Gerode

Guest
Find some cards that are truly unique, and have complex or far-reaching abilities that could be very powerful. Cards that haven't been proven good would be preferred, because the responses would be more original.

Temporary Insanity was not the best choice because its potential uses are quite obvious and depends on your opponents. Elder Druid's ability does have some potential, but ultimately the effect isn't "large" enough to truly break.

I thought you were taking control of this, so I didn't post suggestions. Just looking through my rares, here's a few that might have potential:
Infernal Genesis - may be a little obvious, but has a powerful effect
Temporal Distortion - will be sure to mess up everyone... unless it's broken
Total War - Saw this in my card shop's crap rare bin, picked it up because it looked breakable.
Mana Cache - have been trying to find ways to break this for a while
Mercadian Lift - it has to be good for SOMETHING...
Magistrate's Scepter - Extra turns are powerful
 
D

Duel

Guest
I agree. The key is finding a card that does something nothing else can do. Once you've found that, answer three questions: What's the Drawback? How can it make you win? And how can I protect it?
 
R

rakso

Guest
More like, find a card that isn't overcosted but has a broad ability you just have to base a deck around.

Favorite example: Bazaar of Wonders
 

Ransac

CPA Trash Man
I slightly disagree with rakso. A card that is broken shouldn't need to have a deck built around it, more so it needs to be so good and so flexible that most decks can't afford to not play it.

I.E. Masticore(it was just a matter of time before he was mentioned)


Ransac, cpa trash man
 
R

rakso

Guest
No, I thought you meant for "break this card"?

No point in trying to break a broken card?
 

Ransac

CPA Trash Man
............oops.


*Ransac looks stupid.*


Umm, maybe next time I should read the whole thread............


Sorry, rakso.


Ransac, cpa trash man
 
B

BigBlue

Guest
Originally posted by rakso


Favorite example: Bazaar of Wonders
How would BoW work with Flashback? Anyone know?

Firebolt in gy, play it from flashback with no other firebolts in gy and with BoW in play. Is it countered? If it is does it still get removed?
 

Spiderman

Administrator
Staff member
About your original question, since rares usually have the "narrow and specialized" uses, you probably have to look there to find possible cards to break. Hopefully though, that won't lead to an all-rare deck. Gerode had some good choices (perhaps you guys can collaborate; seeing as how there's so many cards out there, you guys can take turns or run threads concurrently).

About your rules question, in general, BoW works with Flashback as normal except you're casting it from the graveyard instead of your hand and when it leaves the stack, it's removed from game.

So in your example, you can cast Firebolt because when it's announced, it goes on the stack and leaves the graveyard. If somehow a Firebolt is put in a graveyard during this announcement (maybe discarding as part of a cost or something), then it will be countered and subsequently removed from the game.
 
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