Spiderman;277664 said:
No, I wouldn't call those cards broken. Because by themselves, they don't cause you to win a game.
But no cards (with one exception) can ever win a game by themselves. You're assuming that broken means "wins the game by itself." That's not how I see it used.
It's what you do afterwards, after they resolve and which will usually mean another card, which causes the "combo" to be broken. I can use Channel to put out a Dragon Whelp, does that mean Channel is broken? Of course not. But it's a valid use for it.
I did already say that "broken" is slang. I really don't know the etymology of this usage, but I think I have some idea. "Broken" can mean that machine or device does not function properly, that it does not work the way its designer intended it to. I think that this is where "broken" in the gaming context came from. Obviously a card that doesn't do what it was designed to because what it actually does is underpowered won't get much notice. But a card that actually does something MORE powerful than what the designer originally had in mind certainly will be noticed.
I'd say most cards players call "broken" fit this description pretty well. But even if that is the origin of the term, it's since come to mean "overpowered" and might even have done so before Magic was around, for all I know. There are some cards where I can't imagine how the designer didn't realize how incredible they'd be, particularly ones from later sets where there was already a full decade of the game's history to look back on. Skullclamp is an example of this. And some cards do exactly what they must have been meant to, but the designers underestimated just how powerful the effects were. Time Walk is a good example of this.
The fact that you COULD use Channel to play Dragon Whelp is not really an argument that Channel isn't broken. You're so stuck on specific interactions that you're losing sight of the big picture. Channel can be used with numerous cards to do something that wins the game or makes the game easy to win. Most of these other cards are fair enough when Channel isn't available to do its thing. Channel is rightfully considered the "broken" component of all these interactions. That's why it's been banned so much. Sure, it could be used with any number of bad cards, but being able to pay 1 life for 1 mana is just too good.
We certainly are thinking of "broken" differently

I am not insisting that mine is the right one, though. Merely that how *you* happen to be using it is incorrect.
Ugh. I was trying to be reasonable about this. Fine. Let's do some Google tests.
My search for '"Magic: the Gathering" broken card' gets about 458,000 results. I've checked out the first few pages. Some of them seem to be broken links or irrelevant, for example, one of them is about the card "Broken Ambitions." One of them refers to Academy as a "broken decktype." The rest refer to individual cards being broken.
I tried "Necropotence broken" (it seemed like a good card because I've heard it called broken a lot and it's not something that will be getting lots of results that aren't Magic-related). It was about how I expected. The top results were people calling Necropotence broken. In some of them, people called Yawgmoth's Bargain more broken, and they weren't specifying interactions that made this the case. The only reason given was that Bargain lets you get cards right away instead of waiting until the end of your turn. But no mention of what the cards are. That's because it's implied that you'll be using these cards to do something that wins the game. It's understood by everyone, except apparently you, that when a card is referred to as "broken" it means that the effect is has is overpowered in general and that it will still take some sort of interaction with other cards for this card to actually do anything. There might be dozens or hundreds of possible interactions that are really good. We don't list them all. Even if we had the time to, we'd probably forget some. We just peg the card that has the property or properties that makes these interactions degenerate as "broken."
Which, to recap, is you saying a card is broken and me saying it's not the card, but how the card is used in conjunction with *other* cards, which means the combo.
You're setting up a strawman here. Maybe you have been for a while and I just now caught onto it. You did say that it's not the card itself, but how the card is used in conjunction with other cards. This implies that I think it's just a card by itself. That is not my position and I've already said as much. Cards don't do anything on their own. They need other cards to interact with. Some need more specific things to work with than others. But it's not the specific interactions that are commonly called broken. It's the cards that are deemed responsible for these interactions being particularly powerful. That's why I called Time Vault broken (lots of cards untap artifacts and with most artifacts that's fine, but with Time Vault, it's cheap extra turns and potentially a large number of them). That's why lots and lots of Magic players call cards broken. That's why the DCI bans cards instead of banning specific interactions.
How it comes into play is inconsequential. It could be from mana or free. But the actual ability of the Vault makes you take an extra turn.
It's very consequential. As you've made abundantly clear, you think that it's interactions and not cards broken, because cards don't do things by themselves. This concept extends to playing cards. You need two mana to play Time Vault, and that mana has to come from one or more other cards. You also need something that untaps Time Vault, which will also require mana from other cards. And you need a win condition, which also requires at least one more card. The case you've been making is that because cards are useless without interactions, no card is broken. And yet that's exactly how I've seen the word used countless times. And it's a slang term too. If a whole bunch of people are using a slang term in a way you insist is wrong, maybe you should think about the possibility that they aren't referring to the same thing you are because it is, after all, slang.
Again, they're all using the shorthand for the interaction. Which I already agreed to above. Strictly speaking, they ARE wrong because once again, the card by itself isn't going to win the player a game; you can't put the card in any and every deck and win.
Since when did we agree that "broken" meant "you can put it in any deck and win." I certainly never said that was what "broken" meant. Neither, for that matter, did you.
Taking an extra turn is powerful, but by itself, it's not likely to make you win more games than not. You need to forfeit your next turn to untap it! So you gain a turn and you lose a turn, effectively giving your opponent two turns in a row.
Yes, but anything that untaps an artifact allows Time Vault to give you extra turns without skipping any. These effects are cheap. Extra turns are very good. I can't believe that I'm explaining to you why Time Vault is a good card. You know this. Are you playing dumb here?
As a consequence of how those cards all interact with either each other or cards not on the list.
Huh?
I just call it like it is.
Yeah, I'm a pedant too. But I remind myself to be sure that I am right before actually being pedantic about something. That's why I try not to be pedantic about slang. It's too shifty.
If the problem is in the evolution, then one way is correct or not. Either a card is broken as defined by the evolution or not. It's way too late to correct the evolution though.
What? That doesn't make any sense.