It's interesting how Celestial Sword required 9 mana AND sacrificing your creature for the same combat trick available since Alpha that only costed 1 green mana. That said, it's a pity that a couple of those unplayable cards have pretty neat art.
but its not the same... its colorless and a permanent. Next thing you gonna tell me is that skullclamp is trash because "we could draw 3 cards for U since alpha hurr durr" :D
@@ich3730 wow you're so cool and smart, i dont think anyone else noticed that its a colourless permanent. I'm sure now everyone is gonna start running this card now that they know it isn't technically strictly worse than giant growth.
Guys, now I got it! Indeed being a colorless artifact makes all the difference: if one plays Mishra's Workshop and the Tron lands, then the mana requirement becomes a joke, and if the effect targets Emrakul or Blightsteel Colossus, then even the sacrifice effect becomes irrelevant with the reshuffling from the graveyard, especially if right before the attack one sacks the creature to Ashnod's Altar for extra mana. I believe I may have finally broken Celestial Sword, I must buy it immediately and build a top tier deck around it! 😎
For sure, there is a reason I run some janky stuff in EDH, who cares if the card isn't the most optimal, it's a 99 card singleton format, you can fit your The Dark Uncle Istvan in just fine, it has even been a useful card now and then. That said, Celestial Sword is so bad that it should never, ever have been printed, at least Aysen Highway could let you eliminate the other White players.
The errata on Pyramids changed "Prevents a land from being destroyed" to "The next time target land would be destroyed this turn, remove all damage marked on it instead." it pseudo upgraded it to make it not only stop strip mine effects, to also allowing "man lands" to not die from combat damage. Still not great, but slightly better... haha
Which is almost the same effect as regeneration, but they couldn't use that keyword because then the card would suddenly tap the land as it saved it (and remove it from combat, when that applies).
It seems like these Top 10 Worst lists are always dominated by super old cards. I think it would be interesting to see a Top 10 Worst list that can only use more recent cards. Maybe Top 10 Worst cards from X year/decade?
That would require wotc to never learn from past mistakes. Older cards are more likely to be stupidly bad. If you only wanna see newer cards look at 10 worst planewalkers or mythics or other new mechanic list.
As bad as Aysen Highway is, I'm surprised nobody ever mentions Hidden Path, which is the same card but green. It’s actually slightly worse since it costs quadruple green while the highway only costs triple white.
Agreed, I was very surprised he didn't bundle them together as a combined worst #1. I guess maybe there are more ways in which you could run hidden path without having a forest of your own, or maybe just the fact that green seems more capable of swinging for lethal in a single surprise turn mattered.
Zephyr Spirit is one of those cards i scrutinised, thinking, 'im missing something here.' But no, its just dreadful, AND a flavour fail. A spirit of wind, that doesnt flying or have even have reach?
Zephyr Spirit also synergizes with the "When you cast a Spirit or Arcane spell" cards from Kamigawa, which coincidentally was in standard at the same time as Zephyr Spirit. Still overcosted though. Also, Hidden Path is a green version of Aysen Highway that costs 2GGGG. Maybe it's less bad since devotion is big in green, and since green has ways to turn other lands into Forests. Still pretty bad of course.
lmao realizing ravnica is full of lingering ghosts and has the ghost quarter and stuff because wotc needed tons of spirits to synergize with the shitty half of kamigawa block in ravnica you know, just in case spiritcraft or soulshift ever became a thing in standard
Aysen Highway seems like it'd be a good play when there's a board stall and you could swing for lethal if all your creatures were unblockable, or just when you're playing monowhite and your opponent is playing multiple colors. I'm not saying it's good, should never be in the main deck, and does not deserve a position in the sideboard, but there are situations where it could win you the game and those situations are far more reasonable than many of the other cards on this list. It's a dead card against a deck without white, situationally beneficial against a deck with white, and far too expensive and not nearly situationally powerful enough to deserve a spot in the sideboard of any deck. Still, it makes _some_ sense why a decent number (relative to other cards on the list) of commander decks use it.
Artisan of kozilek is cool. Oh, and I love bringer of black dawn. So underrated. Dark steel forge is good, and I need an expropriate for a deck. I can’t think of too many others really… Oh, right, I forgot… the great henge, and Zacama for the Dino value
I think pyramids oracle text could be wrong. to me, that ability means detach an aura attached to a land, not destroy it. there is a real difference between those two things. destroy means that the aura has to be destructible, and when it is destroyed it would trigger destruction related effects. detach could work on indestructible auras, and detached auras are not destroyed, they just move into the graveyard according to 303.4c and 701.7b as of the rules from april 14 2023, currently may 5 2023.
attaching as a concept was only introduced way after, in mirrodin. before that, removing an aura from something was indistinct from using _removal_ on the aura itself, and even if that sort of logic wasn't a de facto part of the rules ( such as they were at the time ), you just kinda have to use that logic when interpreting card text from those first few mtg sets i mean, hell, you're kinda already doing that to begin with, by not questioning the fact that the other effect only lasts until end of turn and only the next time that turn, rather than slapping an indestructible counter on the land. plus the presence of the word "target" in both effects, too
Zephyr Spirit does have a niche in cmc matters decks, since if an opponent attacks you, you can keep casting zephyr spirit each turn cycle, which synergizes with commanders like Imoti or Brinelinn/Gilrana.
But scornful egotist has a higher cmc so it would work even better...but seriously if you can keep spending 6 mana every turn just to make synergy then you should have just out right won the game by repeatedly playing better 6 cmc cards.
Yeah, its not great, but its still a fun niche that allows you to build less big spells and more ramp and payoffs. Its not competitive but its still cool, and better than egotist if you have stuff that cares about casting high cmc. Its still bad in general, but I think its better than stuff thats higher than it on the list.
I love how they printed Jandor's Ring in Arabian Nights, and then printed Jalum Tome in Antiquities, which saw a bit of play... Power Creep is real people! Pyramids seems like a 'fun' card with Armageddon I guess, maybe pretty late game? You can use some Indestructible lands to help the plan work. I don't think that Aysen Highway is anywhere near the worst card at 6 mana because even if it's symmetrical, the effect is very strong and could be used to end a stalemate with an unblockable alpha strike. The Green equivalent is actively a good card for this reason, mostly because Forests are more common, the Plains version isn't exactly a bad card, just a very narrow one (that's slightly easier to cast than Hidden Path).
Groffskithur got me thinking: What are the best and worst 'collect em all' cards in magic? I know stuff like this shows up a good amount and can be great in limited if they aren't... ya know, a 6 mana 3/3 that only works sometimes, but are any actually viable in constructed? Great vid as always btw!
Squadron Hawk was the big one because it immediately tutored the other three, and that was enough to make a white storm crow with 1 less toughness viable in standard Relentless Rats is another classic, it probably won't win anything in constructed but it's funny as hell if you pull it off in limited
Giant Growth does what Celestial Sword does for eight mana less and doesn't kill the target creature. How did anyone in the design stage think this was a good card in any way? And Wall of Stone does more than Zephyr Spirit at half the cost. 0/8 for 1RR, and it doesn't unsummon itself when it blocks. Sure, it can't attack, but you'd have to put even more resources into Zephyr Spirit to make it worth attacking with. And Rakalite is just bad Healing Salve. Eight mana to prevent one damage as opposed to one mana to prevent three damage (or gain three life).
I have a Dripping Dead, and even as a kid I knew that was not a good card. Pseudo-deathtouch is better on cards with high toughness, and not being able to block, plus it being 6 mana is not it
Groffskithur seems like it has a bit more potential. It's still bad, but only due to the cost. If it was a *4* mana 3/3 that could recur itself indefinitely if you have two copies, essentially giving you a 'free' attack each turn for 4 mana, I could see it being usable as a collect-em-all payoff in limited, or even some kind of pauper deck... though there are probably cards that have a similar effect that outclass it. Obviously at 6 it's terrible, but maybe not top 10 bad. It's certainly the only card on this list that has something that makes me *want* to build around it a bit. The only other card on the list that would be playable at 4 is the Guardian, and I think "4 mana Groff" has more potential than "4 mana Guardian".
It costs 2 for every land you want to save, though. So if you play turn 6 Pyramids, Turn 7 Armageddon you can only save a single land from being destroyed. And your opponent will definitely be ahead on board if you just spent 12 mana over 2 turns not developing anything relevant
groffskithur feels like it wants cycling or forestcycling. and, like, less disparity between its cost and stats, but especially some form of cycling i'm not even sure if its stats would need to be _good_ with cycling, since then it's a cycler that recycles cyclers ( even if only the copies of it you've cycled ), and even without cycling synergy, that's a sort of resource loop that could be fun to play around with
imo Rakalite is the worse of all. Aysen highway might teorically swing a game in your favour, although in a very narrow way, but rakalite... how is preventing damage ever going to help you win ? keep in mind it doesn't even gain you life, which is very very different, so it doesn't even stop drain life effects. Even in the best possible scenario, where you can generate infinite mana, Rakalite doesn't add a win con by itself at all. It does one of the most useless thing in mtg ever, which is preventing dmg, and even at a stupidly inefficient cost, so it's gotta be the worse. imo not just 6 mana but probably out of all mtg cards ever printed.
To make Dripping Dead even worse, if it's blocked by a creature with first strike / double strike, it's not doing anything -_- you basically paid 6 for nothing The high mana cost spells are going to be fun to slog through. There are just WAY TOO MANY shitty cards even for their time period that Nizzahon could actually make a part II of this video and he'd STILL have enough targets to add to THIS chopping block If you're gonna make a Part II, here's my contribution: - Aboroth: GG4, 9/9/ Cumulative Upkeep: put a -1/-1 counter on this card No haste, check. No trample so it can be chump blocked for days, check. Limited time in the field even without any form of interaction, check. I get there are newer cards that can actually take advantage out of the counter it makes but... would you go out of your way? - Giant Shark: U5, 4/4. Cannot attack unless your opponent has an Island. Whenever you do not control an island, sacrifice this card. When this creature blocks or is blocked by a creature that has already taken damage this turn, this creature gets +2/+0 and trample until end of turn 2 restrictions, 1 benefit... with conditions to be met to trigger this benefit. If this card didnt have any of the island restrictions, it would still be shit. If it had none of the restrictions and was a 6/4 trampler... ok we can talk as it would be decent for its time period but... seriously?!? It's flavorful, sure... but... seriously??? - Jerrard of the Closed Fist: GGR3, 6/5 ... - Kasmir the Lone Wolf: UW4, 5/3 ... ' - Marhault Elsdragon: RRG3, 4/6, Rampage: 1 (may as well be blank... we wouldn't notice the difference) I dont know which of the 3 is worse: is it Kasmir for the lower P/T or Jerrard for its harder mana cost O.O .. or the Elsdragon, which has one of the shittiest keyword in the game Keeper of Tresserhorn: B5. 6/6. If this creature card is unblocked, it deals no combat damage this turn. Instead, defending player loses 2 life - WHY???? When is it more beneficial to trade 6 damage for 2 life loss? What, when your opponent has a protection effect like COP: Black? Well congratulations! You just came up with THE most inefficient counter for that specific game state! I'll leave it here. There are still a TON of garbage cards in te 6 mana mark, that it's hilarious!
Imho, Pyramids should be much lower on the list, at least it has some real potential use in Commander, protecting your lands and maybe blowing up a land aura once in a while. I absolutely can't say the same for most other cards on this list.
That potential use in commander would be it's only value. Back when it was printed, most of the common land destruction spells cost 2-4 mana. Costing 6 means that in a 1v1 game, your opponent would be destroying your lands several turns before you could cast this. Yes, you could ramp it out with Moxes, rituals, etc. But, why would you do that, when you could spend those resources on winning the game?
@@-ZH eh, self-bouncing is something that can be made into a key upside in the right type of dumb gimmick decks, which commander is prime real estate for. granted, anything that wants self-bouncing colorless artifacts isn't gonna be looking at something that needs 8 mana to bounce at end of turn for a minute effect unless it's _really_ scraping the bottom of the barrel, but hey. that minute effect _is_ all upside _and_ it's upside that's technically more regularly applicable than pyramids, so ... i mean, it's still a case of a really bad synergy card vs. a very narrow yet fully-functional counter to a very narrow situation, so it really comes down to if you're more likely to play a deck that wants to play an artifact every turn at any cost than you are to play with someone who loves destroying your lands, but only after you have the chance to drop a 6 mana artifact
I'd sort of argue against Ivory Guardians, I use it in my 7pt Singleton Old School deck and it works in that format because the field is predominental red
I won my very first magic tournament in I want to say 1996 with Aysen Highway. One of the best players at my store ran white weenie and I built my deck pretty much copying his except I found Aysen Highway in my LGS' trade binder and I quick built a sideboard with like a bunch of land and this and I boarded it in and game 3, I played it and swung for lethal. He had to read it and I had to reread it because I had only just bought it before the tournament lol
I’m sure celestial sword has better replacements but I have it in an edh deck with an emphasis on taking peoples creatures for a turn and I have ways of either ending the turn or sacking them. The sword let’s me attack with a bigger thing than it auto sacs it
Fun fact: Despite the rumours circulating, I actually *do not* cost 6 mana. I cost 37. Which is more than the amount of mana needed to get "Top 10 Vintage Cards (Minus Power 9)"!
How is Bog Hoodlums not a 6/6 it would barely even be playable at that rate but as a 4/1 it's just trash Could work in limited as a 4/1 if it cost 3 mana MAYBE
Woo, go Homelands! Love that set. 4 mana, 1/2 green fliers? Hell yeah, we got that. White ramp with Trade Caravans! Just only use it on your opponent's upkeep, (wait that doesn't help). And who could forget all the minotaur tribal cards, like Didgeridoo, or Anaba Spirit Crafter, made before any good minotaurs even existed.
Or all those lands that produced three colors of mana...but only if you sank an asston of mana into them first. Like unknown Shores, but EVEN WORSE! Homelands was so bad they had to *change the Standard* to ensure decks had to play at least one card from each Standard-legal set -- otherwise NO ONE WOULD RUN HOMELANDS CARDS. And it sucks, because the *flavor* of the setting was top-notch...basically Innistrad before Innistrad. But the shit power level left a stain on it forever. Oh, and guess which set was the new set when I started playing MTG? Yeaaaaaaaah...
When one of the best cards in the set is a symmetrical Draw 2 cards for both sides (Truce), you know you done goofed!! to give Homelands a fair assessment, tho, it's got some relevant cards back in their time (as in, cards you ACTUALLY want to play rather than adhering to that rule before)... and to this day, some of those cards are still relevant (i.e Merchant Scroll and Memory Lapse). But for every 1 great card (for the time) like Ishan's Shade and Autumn Willow, we get like 2 - 3 unusable cards like Marjhan and Jinx. There were a few cards that would have been relevant but a design quirk or two made them useless. Cards like Serra Beastiary, for example, was an Aura that stops a creature from attacking, blocking, or using activated abilities that require it to tap. While it cannot stop static abilities or abilities that doesnt require tapping the creature, it's still a pretty relevant card IF it didn't have that stupid 2 white mana upkeep cost O.O Future iterations of this card like Pacifism, Arrest, Oblivion Ring etc were WAY more successful than their grandpa. Although I think Willow Priestess could potentially be dangerous since it can sneak in to play any Fairy Permanent at instant speed for no cost. Since we got plenty of good tribal fairy, including Changeling cards, she might be able to do some real work... but this is THEORETICAL... not practical (its still a 4 mana 2/2 creature )
For Aysen Highway I think the logic was supposed to be that you play the card and then you immediately alpha strike for the win. If you play it before you're ready to alpha strike and your opponent does it to you instead the next turn, that's really your own fault.
I don't think lure effects even work well with dripping dead. Since its version of deathtouch is a triggered ability, 1 damage doesn't count as "lethal damage". You have to assign damage normally then the creatures are destroyed afterwards. This means a lure will allow you to probably 1-2 small things plus a big thing but you can never kill more than one big thing and certainly not 4 big creatures, which is what it could do with deathtouch. Correct me if I'm wrong, but I think that's the case.
I only slightly disagree you on your #1 card, Aysen Highway. There's a Green enchantment called Hidden Path that does the exact same thing, except it grants Forestwalk. I use it as a win condition in my edh Toski deck. It combos with Yavimaya Cradle of Growth. Normally I don't need it longer than 1 turn. Likewise, if WotC ever prints a land that turns everything into a plains, then this card instantaneously becomes broken. Especially in a tokens build like Darien, King of Kjeldor
If you are ever in a game of Commander where you successfully protect a Library of Alexandria with a Pyramids, congratulations you have reached peak Control.
Calling it before I watch: Number one is either Dripping Dead or something from Legends. Edit: Dripping Dead is only #7? Wow, this was a competitive category. I can't believe Legends didn't make the list at all, but Arabian Nights kind of filled in for it here.
The top card is not that bad the worst 6 mana card cant also be a win condition. Paying 8 to prevent one damage is worse or 10 for 2. Ofc its better than a sorcery because you can block 5 damage for 10 but it has basically a zero use case.
I feel like it's the 1st because it's also the only card on the list that can actively make you lose the game. 6 mana to play, you're tapped out, you attack, opponent plays some shenanigans to survive because he actually HAS mana and then on his turn he runs roughshod over you for game.
Pyramids are not totally worthless in the OS format. It keeps Mishra's Factory alive, when animated and can prevent critical lands from being strip mined or otherwise destroyed, such as Maze, LoA or duals. The cost is steep though.
This one's funny because 6 mana lives in a spot of being too expensive to realistically play without huge upside and too low to really be worth the set up to cheat out, so the fact that half of these effects aren't bad just narrow and mediocre is so much more offensive then they would be on other mana costs
The highway is not that bad* Simply put, if you know you have it in your lets say 3 color commander deck, and you make the manabase such that all your white producing lands are not plains. You can play this and grant inconsistent unblockable to some of your creatures. The real fun would start when you randomly turn some other peoples dudes unblockable, specifically when they attack someone else than you. The fact that both the creatures it grants plainswalk to, and the fact that it is plainswalk and not "unblockable when attacking my opponents" probably makes it too inconsistent to be actually useful, but if multiple opponents run white, this gets the certified funny stamp
I feel like a aysen Highway is really not that bad, at the top of your curve in a white V white matchup you can drop one card and close out the game because they can no longer block. Sure you have to pick it when you know you’re gonna win, but it seems to be a high risk high reward card.
dripping dead wasn't THAT bad in limited. I remember drafting zombies in scourge and taking multiple of this guy, zombie cutthroat, and undead warchief. there was a good amount of zombie support in that set.
Praetor wasn't bad by the standards of 1994, especially since Breeding Pit was in the same set. People seriously played Lord of the Pit back then. It also gets bonus points for having some of the most surreal artwork in the game's history. Like, I really want to know the story that art is trying to tell.
Preator was a legitimate threat back then IF you are able to maintain its heavy cost. Remember that it still had two keyword abilities: First Strike and Trample, making it a real challenge to stop its damage. If you have lots of Thrulls to throw, it gets a permanent power increase, so it can eventually take down any creature thrown in front of it that doesnt have protection. I didnt play it over Lord of the Pit bec LotP did have evasion ... and creatures in the air tend to be smaller than it... so yea
Aysen Highway could actually help you win. Let’s say the board is a stalemate and you need to get some attackers through. Zypher Spirit just does nothing and I think it should be #1 here.
I honestly think Ivory Guardians as a 3/3 (or bigger) with protection from red shouldn't be here, I mean, the pro red is so much better by itself than anything else on this list. It can actually be a bit useful (almost)...
I actually don't think Pyramids deserves to be on the list at all, while it's an awfull card it does what it needs to do really well and the effect isn't super narrow (albeit situational) every other card on the list is straight up not functional even in the best case scenario, pyramids is a decent card, just overcosted
A bit surprise personal incarnation didn't make the list, but at least it was a 6/6 for 6. Even if the downside was loosing half your life to a terror.
Someone told me this before: As terrible Personal Incarnation is, it's actually pretty ok during it's time. For one thing: a 6/6 booty for 6 mana is not as easy to out then as it is now. Add the fact that it has SOME level of damage protection (redirect damage to controller instead) which makes it harder to chump block with multiple creature or even one huge creature for trading. If you have some sort of player protection card like the original Circle of Protection or even the later Urza's Armor, the redirection becomes easier to deal with. So yea... agreed that PI sucks... but for its time it is a legitimate threat even if there are better cards like Serra Angel.
@@bluedestiny2710 Killing yourself to protect the PI from combat damage didn't work great in my experience, but at least it could keep it from going to graveyard. Circles could help, but you needed to have the right circle out, and enough mana. But for a rare, and for white's big creature, it felt pretty terrible.
Aysen Highway would be such a cool card in Sid Meiers Age of Civilization. Magic the Gathering isn't Sid Meiers Age of Civilization. That card is pure scenery. As scenery it is awesome. It does nothing else. This is standard for cards from Homelands though.
Celestial Sword could be powered out by Mana Vault. Not even remotely the best colorless ramp. Very soon Ancient Tomb would exist. Mishra's Workshop also works on it which it doesn't work on the black creatures. 3/3 permanently is enough to bring a card out of Lightning Bolt range, forever. It might still belong on the Top 10 worst, but the black creatures are clearly worse because you could conceivably want to ramp this out in one of the years before equipment were any good and auras always suck. Celestial Sword is interesting to look at in context. It's probably significantly better than most overcosted Legends cards. It's not good but if you need to avoid using Green then Celestial Sword could really help Blue and Black. Old black cards used to have lots of bland power/toughness boosts and I'm curious how Celestial Sword stacks up against some Phyrexians as well. It is usually incorrect to dismiss Artifacts because they really are quickly noticeably better than colored cards for the reasons that one would Devil's Advocate defend Celestial Sword for. 1. More splashable 2. Powerful colorless ramp can occasionally make Moxen look weak by comparison 3. Can avoid playing a color if your meta has strong color hate (Blue Elemental Blast is a thing in some places) 4 Artifacts just sneak up on you as they have snuck up on R&D basically every year this great game existed Pyramids probably still sucks quay ngl lol
Jandors Ring is also costed in the context of Sol Ring Basalt Monolith and Mana Vault. And maybe Mana Crypt. That's just in Alpha, not yet counting Grim Monolith, City of Traitors or Mishra's Workshop Then ban all those and you have Ancient Tomb Lotus Petal Tolarian Academy Mox Diamond and hell Ornithopter while we're at it. My point is that while it would be grossly mistaken to use busted Mana cards to defend *colored* cards, the sheer ubiquity of so many different colorless ramp sources means that the initial casting cost is just inconsequential for Artifacts. The activated abilities are much harder to reduce costs of in Early Magic. Jandors Ring is an effect worth paying 2 every turn for. If you cast the card on turn 3 you're okay. Mana Vault makes this very easy to do. And I don't think it was banned for quite a while. Mana Vault is not going to change how underpowered most of the colored creatures on your list are because a 2/2 first striking knight with protection is enough to hose them. But Mana Vault honestly changes math on many Artifacts and is not even close to the only card able to do that and all of these ideas probably get put to use in EDH even today let alone back then.
I think you are undervaluing pyramids a bit here. If you get it in play, it complestly shuts down land destruction. And if you have manlands in your deck you can badicly make them indestructable
If you have 6 mana you are not playing against real land destruction. It's bad at preventing land destruction because you will never get to cast it when you actually need it.
Another old cards bad video. You need to break these up into the different eras. Worst 6 mana cards printed before the stack was invented, worst 6 mana cards from thrones of eldraine onward etc.
He could probably do that once he finishes with the CMC theme top 10... then after top 10 / bottom 10 per set. I am aware he has started this with Homelands and Fallen Empires tho
I guess you'd only play the highway if you could kill the opponent that turn with your now unblockable creatures. Pyramids were probably better in the past when land destruction was a bigger threat - strip mines, stone rains and Armageddons were around back then, so judging it on how it would play in the current meta is a little odd. I am certainly not saying these cards are good, mind you, just that they might have gotten worse as time and rhe game moved on.
@@NizzahonMagic I've seen the intro a lot so I do fast forward through it nowadays, I guess I need a refresher. And yeah, fair, I was thinking of the games of casual magic I played in high school during the lunch break and could see it doing something there, but I'd never call it a good card for sure. If it was half the price and half the activation cost, then maybe...
Homie you got to stop using the first 3 to 4 years sets for these kinds of lists. The floor is so so low on their power level that these list just get flooded with first 3 years of a 30 year old game.
When Bog Hoodlums is number *8* on a bad card list, you know it's gonna be a good'un.
Makes sense - at least it's a source of damage on it's own.
It's interesting how Celestial Sword required 9 mana AND sacrificing your creature for the same combat trick available since Alpha that only costed 1 green mana.
That said, it's a pity that a couple of those unplayable cards have pretty neat art.
Yeah, Dripping Dead does have increadible art...
but its not the same... its colorless and a permanent. Next thing you gonna tell me is that skullclamp is trash because "we could draw 3 cards for U since alpha hurr durr" :D
@@ich3730 wow you're so cool and smart, i dont think anyone else noticed that its a colourless permanent. I'm sure now everyone is gonna start running this card now that they know it isn't technically strictly worse than giant growth.
Guys, now I got it! Indeed being a colorless artifact makes all the difference: if one plays Mishra's Workshop and the Tron lands, then the mana requirement becomes a joke, and if the effect targets Emrakul or Blightsteel Colossus, then even the sacrifice effect becomes irrelevant with the reshuffling from the graveyard, especially if right before the attack one sacks the creature to Ashnod's Altar for extra mana.
I believe I may have finally broken Celestial Sword, I must buy it immediately and build a top tier deck around it! 😎
For sure, there is a reason I run some janky stuff in EDH, who cares if the card isn't the most optimal, it's a 99 card singleton format, you can fit your The Dark Uncle Istvan in just fine, it has even been a useful card now and then. That said, Celestial Sword is so bad that it should never, ever have been printed, at least Aysen Highway could let you eliminate the other White players.
The errata on Pyramids changed "Prevents a land from being destroyed" to "The next time target land would be destroyed this turn, remove all damage marked on it instead." it pseudo upgraded it to make it not only stop strip mine effects, to also allowing "man lands" to not die from combat damage. Still not great, but slightly better... haha
Which is almost the same effect as regeneration, but they couldn't use that keyword because then the card would suddenly tap the land as it saved it (and remove it from combat, when that applies).
It seems like these Top 10 Worst lists are always dominated by super old cards. I think it would be interesting to see a Top 10 Worst list that can only use more recent cards. Maybe Top 10 Worst cards from X year/decade?
That would require wotc to never learn from past mistakes. Older cards are more likely to be stupidly bad.
If you only wanna see newer cards look at 10 worst planewalkers or mythics or other new mechanic list.
As bad as Aysen Highway is, I'm surprised nobody ever mentions Hidden Path, which is the same card but green. It’s actually slightly worse since it costs quadruple green while the highway only costs triple white.
At least you can use Yavimaya to give your nongreen opponents forests.
Agreed, I was very surprised he didn't bundle them together as a combined worst #1. I guess maybe there are more ways in which you could run hidden path without having a forest of your own, or maybe just the fact that green seems more capable of swinging for lethal in a single surprise turn mattered.
I'm starting to suspect that Nizzahon really doesn't like landwalk abilities 😄
Zephyr Spirit is one of those cards i scrutinised, thinking, 'im missing something here.' But no, its just dreadful, AND a flavour fail. A spirit of wind, that doesnt flying or have even have reach?
Now I'm imagining a game where one player casts Aysen Highway, and on the opponent's next turn they play a Great Wall. Showdown of the crap cards!
Zephyr Spirit also synergizes with the "When you cast a Spirit or Arcane spell" cards from Kamigawa, which coincidentally was in standard at the same time as Zephyr Spirit. Still overcosted though.
Also, Hidden Path is a green version of Aysen Highway that costs 2GGGG. Maybe it's less bad since devotion is big in green, and since green has ways to turn other lands into Forests. Still pretty bad of course.
lmao realizing ravnica is full of lingering ghosts and has the ghost quarter and stuff because wotc needed tons of spirits to synergize with the shitty half of kamigawa block in ravnica
you know, just in case spiritcraft or soulshift ever became a thing in standard
Aysen Highway seems like it'd be a good play when there's a board stall and you could swing for lethal if all your creatures were unblockable, or just when you're playing monowhite and your opponent is playing multiple colors.
I'm not saying it's good, should never be in the main deck, and does not deserve a position in the sideboard, but there are situations where it could win you the game and those situations are far more reasonable than many of the other cards on this list. It's a dead card against a deck without white, situationally beneficial against a deck with white, and far too expensive and not nearly situationally powerful enough to deserve a spot in the sideboard of any deck. Still, it makes _some_ sense why a decent number (relative to other cards on the list) of commander decks use it.
Celestial Sword seems awful. What a waste of 9 total mana. I can think of better ways to spend 9 mana. Feel better as well Nizzahon!
You wouldn’t happen to be referring to a certain 9-mana artifact creature of the dragon variety, would you? 😉
@@jonathanmarques8406 Of course! Shivan Devastator for X = 8 while Mycosynth Lattice is in play!
Artisan of kozilek is cool. Oh, and I love bringer of black dawn. So underrated. Dark steel forge is good, and I need an expropriate for a deck. I can’t think of too many others really…
Oh, right, I forgot… the great henge, and Zacama for the Dino value
@@Natboof I like Artisan of Kozilek, though Void Winnower is probably a better 9 cmc Eldrazi
@@cax1175 Dude, you like Void Winnower? I just… I can’t… even….
Most of the non-creature cards wouldn't see play even if they cost 0 mana. XD
Celestial Sword, were it a 0-drop, could see play in a Brion Stoutarm deck in commander...
A 0-cost artifact that did literally nothing would still be playable.
I think pyramids oracle text could be wrong. to me, that ability means detach an aura attached to a land, not destroy it. there is a real difference between those two things. destroy means that the aura has to be destructible, and when it is destroyed it would trigger destruction related effects. detach could work on indestructible auras, and detached auras are not destroyed, they just move into the graveyard according to 303.4c and 701.7b as of the rules from april 14 2023, currently may 5 2023.
attaching as a concept was only introduced way after, in mirrodin. before that, removing an aura from something was indistinct from using _removal_ on the aura itself, and even if that sort of logic wasn't a de facto part of the rules ( such as they were at the time ), you just kinda have to use that logic when interpreting card text from those first few mtg sets
i mean, hell, you're kinda already doing that to begin with, by not questioning the fact that the other effect only lasts until end of turn and only the next time that turn, rather than slapping an indestructible counter on the land. plus the presence of the word "target" in both effects, too
Zephyr Spirit does have a niche in cmc matters decks, since if an opponent attacks you, you can keep casting zephyr spirit each turn cycle, which synergizes with commanders like Imoti or Brinelinn/Gilrana.
If
But scornful egotist has a higher cmc so it would work even better...but seriously if you can keep spending 6 mana every turn just to make synergy then you should have just out right won the game by repeatedly playing better 6 cmc cards.
Yeah, its not great, but its still a fun niche that allows you to build less big spells and more ramp and payoffs. Its not competitive but its still cool, and better than egotist if you have stuff that cares about casting high cmc. Its still bad in general, but I think its better than stuff thats higher than it on the list.
I love how they printed Jandor's Ring in Arabian Nights, and then printed Jalum Tome in Antiquities, which saw a bit of play... Power Creep is real people!
Pyramids seems like a 'fun' card with Armageddon I guess, maybe pretty late game? You can use some Indestructible lands to help the plan work.
I don't think that Aysen Highway is anywhere near the worst card at 6 mana because even if it's symmetrical, the effect is very strong and could be used to end a stalemate with an unblockable alpha strike. The Green equivalent is actively a good card for this reason, mostly because Forests are more common, the Plains version isn't exactly a bad card, just a very narrow one (that's slightly easier to cast than Hidden Path).
Groffskithur got me thinking: What are the best and worst 'collect em all' cards in magic?
I know stuff like this shows up a good amount and can be great in limited if they aren't... ya know, a 6 mana 3/3 that only works sometimes, but are any actually viable in constructed?
Great vid as always btw!
Squadron Hawk was the big one because it immediately tutored the other three, and that was enough to make a white storm crow with 1 less toughness viable in standard
Relentless Rats is another classic, it probably won't win anything in constructed but it's funny as hell if you pull it off in limited
Giant Growth does what Celestial Sword does for eight mana less and doesn't kill the target creature. How did anyone in the design stage think this was a good card in any way?
And Wall of Stone does more than Zephyr Spirit at half the cost. 0/8 for 1RR, and it doesn't unsummon itself when it blocks. Sure, it can't attack, but you'd have to put even more resources into Zephyr Spirit to make it worth attacking with.
And Rakalite is just bad Healing Salve. Eight mana to prevent one damage as opposed to one mana to prevent three damage (or gain three life).
I have a Dripping Dead, and even as a kid I knew that was not a good card. Pseudo-deathtouch is better on cards with high toughness, and not being able to block, plus it being 6 mana is not it
Groffskithur seems like it has a bit more potential. It's still bad, but only due to the cost. If it was a *4* mana 3/3 that could recur itself indefinitely if you have two copies, essentially giving you a 'free' attack each turn for 4 mana, I could see it being usable as a collect-em-all payoff in limited, or even some kind of pauper deck... though there are probably cards that have a similar effect that outclass it.
Obviously at 6 it's terrible, but maybe not top 10 bad. It's certainly the only card on this list that has something that makes me *want* to build around it a bit. The only other card on the list that would be playable at 4 is the Guardian, and I think "4 mana Groff" has more potential than "4 mana Guardian".
The pyramid card I could see getting some use when you have a deck that runs a destroy all lands card.
It costs 2 for every land you want to save, though. So if you play turn 6 Pyramids, Turn 7 Armageddon you can only save a single land from being destroyed. And your opponent will definitely be ahead on board if you just spent 12 mana over 2 turns not developing anything relevant
groffskithur feels like it wants cycling or forestcycling. and, like, less disparity between its cost and stats, but especially some form of cycling
i'm not even sure if its stats would need to be _good_ with cycling, since then it's a cycler that recycles cyclers ( even if only the copies of it you've cycled ), and even without cycling synergy, that's a sort of resource loop that could be fun to play around with
Remember: For this amount of mana, you could be getting a Caged Sun.
or an Immortal Sun. :)
@@MarsEsRojo Or a Burning Sun's Avatar ;)
imo Rakalite is the worse of all. Aysen highway might teorically swing a game in your favour, although in a very narrow way, but rakalite... how is preventing damage ever going to help you win ? keep in mind it doesn't even gain you life, which is very very different, so it doesn't even stop drain life effects. Even in the best possible scenario, where you can generate infinite mana, Rakalite doesn't add a win con by itself at all. It does one of the most useless thing in mtg ever, which is preventing dmg, and even at a stupidly inefficient cost, so it's gotta be the worse. imo not just 6 mana but probably out of all mtg cards ever printed.
To make Dripping Dead even worse, if it's blocked by a creature with first strike / double strike, it's not doing anything -_- you basically paid 6 for nothing
The high mana cost spells are going to be fun to slog through. There are just WAY TOO MANY shitty cards even for their time period that Nizzahon could actually make a part II of this video and he'd STILL have enough targets to add to THIS chopping block
If you're gonna make a Part II, here's my contribution:
- Aboroth: GG4, 9/9/ Cumulative Upkeep: put a -1/-1 counter on this card
No haste, check. No trample so it can be chump blocked for days, check. Limited time in the field even without any form of interaction, check. I get there are newer cards that can actually take advantage out of the counter it makes but... would you go out of your way?
- Giant Shark: U5, 4/4. Cannot attack unless your opponent has an Island. Whenever you do not control an island, sacrifice this card. When this creature blocks or is blocked by a creature that has already taken damage this turn, this creature gets +2/+0 and trample until end of turn
2 restrictions, 1 benefit... with conditions to be met to trigger this benefit. If this card didnt have any of the island restrictions, it would still be shit. If it had none of the restrictions and was a 6/4 trampler... ok we can talk as it would be decent for its time period but... seriously?!? It's flavorful, sure... but... seriously???
- Jerrard of the Closed Fist: GGR3, 6/5 ...
- Kasmir the Lone Wolf: UW4, 5/3 ... '
- Marhault Elsdragon: RRG3, 4/6, Rampage: 1 (may as well be blank... we wouldn't notice the difference)
I dont know which of the 3 is worse: is it Kasmir for the lower P/T or Jerrard for its harder mana cost O.O .. or the Elsdragon, which has one of the shittiest keyword in the game
Keeper of Tresserhorn: B5. 6/6. If this creature card is unblocked, it deals no combat damage this turn. Instead, defending player loses 2 life
- WHY???? When is it more beneficial to trade 6 damage for 2 life loss? What, when your opponent has a protection effect like COP: Black? Well congratulations! You just came up with THE most inefficient counter for that specific game state!
I'll leave it here. There are still a TON of garbage cards in te 6 mana mark, that it's hilarious!
Imho, Pyramids should be much lower on the list, at least it has some real potential use in Commander, protecting your lands and maybe blowing up a land aura once in a while. I absolutely can't say the same for most other cards on this list.
It's really bad, but I don't think it's worse than a lot of the cards on the list.
That potential use in commander would be it's only value. Back when it was printed, most of the common land destruction spells cost 2-4 mana. Costing 6 means that in a 1v1 game, your opponent would be destroying your lands several turns before you could cast this. Yes, you could ramp it out with Moxes, rituals, etc. But, why would you do that, when you could spend those resources on winning the game?
@@BCWasbrough True. Don't get me wrong, Pyramids is still a very bad card, I just think it's miles ahead of most other cards on that list.
@@BCWasbrough
For sure would run it over Rakalite though, right?
@@-ZH eh, self-bouncing is something that can be made into a key upside in the right type of dumb gimmick decks, which commander is prime real estate for. granted, anything that wants self-bouncing colorless artifacts isn't gonna be looking at something that needs 8 mana to bounce at end of turn for a minute effect unless it's _really_ scraping the bottom of the barrel, but hey. that minute effect _is_ all upside _and_ it's upside that's technically more regularly applicable than pyramids, so
... i mean, it's still a case of a really bad synergy card vs. a very narrow yet fully-functional counter to a very narrow situation, so it really comes down to if you're more likely to play a deck that wants to play an artifact every turn at any cost than you are to play with someone who loves destroying your lands, but only after you have the chance to drop a 6 mana artifact
I'd sort of argue against Ivory Guardians, I use it in my 7pt Singleton Old School deck and it works in that format because the field is predominental red
I won my very first magic tournament in I want to say 1996 with Aysen Highway. One of the best players at my store ran white weenie and I built my deck pretty much copying his except I found Aysen Highway in my LGS' trade binder and I quick built a sideboard with like a bunch of land and this and I boarded it in and game 3, I played it and swung for lethal. He had to read it and I had to reread it because I had only just bought it before the tournament lol
Whilst overcosted, could the Aysen Highway work if there was a way to turn an opponents land white? Is there a way?
I’m sure celestial sword has better replacements but I have it in an edh deck with an emphasis on taking peoples creatures for a turn and I have ways of either ending the turn or sacking them. The sword let’s me attack with a bigger thing than it auto sacs it
Fun fact: Despite the rumours circulating, I actually *do not* cost 6 mana. I cost 37. Which is more than the amount of mana needed to get "Top 10 Vintage Cards (Minus Power 9)"!
The crusade shall not end until the video exists!
How is Bog Hoodlums not a 6/6 it would barely even be playable at that rate but as a 4/1 it's just trash
Could work in limited as a 4/1 if it cost 3 mana MAYBE
Deathcurse Ogre would have been an excellent candidate here imho
Woo, go Homelands! Love that set. 4 mana, 1/2 green fliers? Hell yeah, we got that. White ramp with Trade Caravans! Just only use it on your opponent's upkeep, (wait that doesn't help). And who could forget all the minotaur tribal cards, like Didgeridoo, or Anaba Spirit Crafter, made before any good minotaurs even existed.
Or all those lands that produced three colors of mana...but only if you sank an asston of mana into them first. Like unknown Shores, but EVEN WORSE!
Homelands was so bad they had to *change the Standard* to ensure decks had to play at least one card from each Standard-legal set -- otherwise NO ONE WOULD RUN HOMELANDS CARDS.
And it sucks, because the *flavor* of the setting was top-notch...basically Innistrad before Innistrad. But the shit power level left a stain on it forever.
Oh, and guess which set was the new set when I started playing MTG? Yeaaaaaaaah...
When one of the best cards in the set is a symmetrical Draw 2 cards for both sides (Truce), you know you done goofed!!
to give Homelands a fair assessment, tho, it's got some relevant cards back in their time (as in, cards you ACTUALLY want to play rather than adhering to that rule before)... and to this day, some of those cards are still relevant (i.e Merchant Scroll and Memory Lapse). But for every 1 great card (for the time) like Ishan's Shade and Autumn Willow, we get like 2 - 3 unusable cards like Marjhan and Jinx.
There were a few cards that would have been relevant but a design quirk or two made them useless. Cards like Serra Beastiary, for example, was an Aura that stops a creature from attacking, blocking, or using activated abilities that require it to tap. While it cannot stop static abilities or abilities that doesnt require tapping the creature, it's still a pretty relevant card IF it didn't have that stupid 2 white mana upkeep cost O.O Future iterations of this card like Pacifism, Arrest, Oblivion Ring etc were WAY more successful than their grandpa.
Although I think Willow Priestess could potentially be dangerous since it can sneak in to play any Fairy Permanent at instant speed for no cost. Since we got plenty of good tribal fairy, including Changeling cards, she might be able to do some real work... but this is THEORETICAL... not practical (its still a 4 mana 2/2 creature )
I feel bad for all the artists that made great art for such bad cards. Not pyramids though.
For Aysen Highway I think the logic was supposed to be that you play the card and then you immediately alpha strike for the win.
If you play it before you're ready to alpha strike and your opponent does it to you instead the next turn, that's really your own fault.
Are any of the 0 cost non land cards bad enough to constitute a Top 10 Worst of list?
As long as there are at least ten with no points, there ought to be!
I feel like even the worst ones would still work as combo fodder for storm decks or flash hulk.
I don't think lure effects even work well with dripping dead. Since its version of deathtouch is a triggered ability, 1 damage doesn't count as "lethal damage". You have to assign damage normally then the creatures are destroyed afterwards. This means a lure will allow you to probably 1-2 small things plus a big thing but you can never kill more than one big thing and certainly not 4 big creatures, which is what it could do with deathtouch.
Correct me if I'm wrong, but I think that's the case.
Aysen Highway is a white version of Hidden Path.
Can't wait for 7 drops, hopefully razorfield thresher makes it
I remember hating zephyr spirit so much that I drafted a foil copy in a limited draft just to rip it up.
I only slightly disagree you on your #1 card, Aysen Highway. There's a Green enchantment called Hidden Path that does the exact same thing, except it grants Forestwalk. I use it as a win condition in my edh Toski deck. It combos with Yavimaya Cradle of Growth. Normally I don't need it longer than 1 turn. Likewise, if WotC ever prints a land that turns everything into a plains, then this card instantaneously becomes broken. Especially in a tokens build like Darien, King of Kjeldor
I would love for Tron-Rakalite to become a thing.
"Damage? Nope...All damage reduced to zero." Rinse and repeat
I'm actually surprised forced fruition didn't make it. I guess it was ok in limited
Dripping Dead isn’t even actually good with lure effects. Since it still has to assign damage normally so it still gets easily stopped
Its fitting that the #1 card on this list is from Homelands.
If you are ever in a game of Commander where you successfully protect a Library of Alexandria with a Pyramids, congratulations you have reached peak Control.
But your #1 choice combos with great wall. Now you look silly for putting both those cards on top 10 worst lists, jk
Calling it before I watch: Number one is either Dripping Dead or something from Legends.
Edit: Dripping Dead is only #7? Wow, this was a competitive category. I can't believe Legends didn't make the list at all, but Arabian Nights kind of filled in for it here.
The top card is not that bad the worst 6 mana card cant also be a win condition. Paying 8 to prevent one damage is worse or 10 for 2. Ofc its better than a sorcery because you can block 5 damage for 10 but it has basically a zero use case.
I feel like it's the 1st because it's also the only card on the list that can actively make you lose the game.
6 mana to play, you're tapped out, you attack, opponent plays some shenanigans to survive because he actually HAS mana and then on his turn he runs roughshod over you for game.
@@michaelstapley4878
But in magical Christmas land, your opponent is tapped out and you win instantly.
Pyramids are not totally worthless in the OS format. It keeps Mishra's Factory alive, when animated and can prevent critical lands from being strip mined or otherwise destroyed, such as Maze, LoA or duals. The cost is steep though.
You know things are bad when Rakalite is only number 3.
This one's funny because 6 mana lives in a spot of being too expensive to realistically play without huge upside and too low to really be worth the set up to cheat out, so the fact that half of these effects aren't bad just narrow and mediocre is so much more offensive then they would be on other mana costs
no Grave Titan? i'm disappointed
anyway, I cant' figure out the thought processes behind this cards
Skizzik surger is pretty bad too. Laffable since ball lightning was a thing way before it
Surger doesn't get sacrificed at end of turn though. Don't get me wrong, it's definitely not good, but it's also not directly comparable.
The highway is not that bad*
Simply put, if you know you have it in your lets say 3 color commander deck, and you make the manabase such that all your white producing lands are not plains. You can play this and grant inconsistent unblockable to some of your creatures.
The real fun would start when you randomly turn some other peoples dudes unblockable, specifically when they attack someone else than you.
The fact that both the creatures it grants plainswalk to, and the fact that it is plainswalk and not "unblockable when attacking my opponents" probably makes it too inconsistent to be actually useful, but if multiple opponents run white, this gets the certified funny stamp
what about revisiting all worst lists, but just considering the sets after a specific set, like cold snap
I feel like a aysen Highway is really not that bad, at the top of your curve in a white V white matchup you can drop one card and close out the game because they can no longer block. Sure you have to pick it when you know you’re gonna win, but it seems to be a high risk high reward card.
dripping dead wasn't THAT bad in limited. I remember drafting zombies in scourge and taking multiple of this guy, zombie cutthroat, and undead warchief. there was a good amount of zombie support in that set.
Dripping Dead is one of the edgiest looking and sounding cards I've ever seen
I feel like pyramids is kinda cool for mid power commander. Not amazing but playable
I played dripping dead in my zombie deck because i through the picture looked cool
I'm betting on Ebon Praetor!
.....Oh. Oh god, there are much worse cards than Ebon Praetor. Good lord.
Praetor wasn't bad by the standards of 1994, especially since Breeding Pit was in the same set. People seriously played Lord of the Pit back then. It also gets bonus points for having some of the most surreal artwork in the game's history. Like, I really want to know the story that art is trying to tell.
Preator was a legitimate threat back then IF you are able to maintain its heavy cost. Remember that it still had two keyword abilities: First Strike and Trample, making it a real challenge to stop its damage. If you have lots of Thrulls to throw, it gets a permanent power increase, so it can eventually take down any creature thrown in front of it that doesnt have protection.
I didnt play it over Lord of the Pit bec LotP did have evasion ... and creatures in the air tend to be smaller than it... so yea
Probably want to do worst of a creature type eventually.
Aysen Highway could actually help you win. Let’s say the board is a stalemate and you need to get some attackers through. Zypher Spirit just does nothing and I think it should be #1 here.
I honestly think Ivory Guardians as a
3/3 (or bigger) with protection from red shouldn't be here, I mean, the pro red is so much better by itself than anything else on this list. It can actually be a bit useful (almost)...
I actually don't think Pyramids deserves to be on the list at all, while it's an awfull card it does what it needs to do really well and the effect isn't super narrow (albeit situational) every other card on the list is straight up not functional even in the best case scenario, pyramids is a decent card, just overcosted
A bit surprise personal incarnation didn't make the list, but at least it was a 6/6 for 6. Even if the downside was loosing half your life to a terror.
Someone told me this before:
As terrible Personal Incarnation is, it's actually pretty ok during it's time. For one thing: a 6/6 booty for 6 mana is not as easy to out then as it is now. Add the fact that it has SOME level of damage protection (redirect damage to controller instead) which makes it harder to chump block with multiple creature or even one huge creature for trading. If you have some sort of player protection card like the original Circle of Protection or even the later Urza's Armor, the redirection becomes easier to deal with.
So yea... agreed that PI sucks... but for its time it is a legitimate threat even if there are better cards like Serra Angel.
@@bluedestiny2710 Killing yourself to protect the PI from combat damage didn't work great in my experience, but at least it could keep it from going to graveyard. Circles could help, but you needed to have the right circle out, and enough mana. But for a rare, and for white's big creature, it felt pretty terrible.
Aysen Highway would be such a cool card in Sid Meiers Age of Civilization.
Magic the Gathering isn't Sid Meiers Age of Civilization.
That card is pure scenery. As scenery it is awesome. It does nothing else.
This is standard for cards from Homelands though.
Celestial Sword could be powered out by Mana Vault. Not even remotely the best colorless ramp. Very soon Ancient Tomb would exist. Mishra's Workshop also works on it which it doesn't work on the black creatures.
3/3 permanently is enough to bring a card out of Lightning Bolt range, forever.
It might still belong on the Top 10 worst, but the black creatures are clearly worse because you could conceivably want to ramp this out in one of the years before equipment were any good and auras always suck.
Celestial Sword is interesting to look at in context. It's probably significantly better than most overcosted Legends cards.
It's not good but if you need to avoid using Green then Celestial Sword could really help Blue and Black.
Old black cards used to have lots of bland power/toughness boosts and I'm curious how Celestial Sword stacks up against some Phyrexians as well.
It is usually incorrect to dismiss Artifacts because they really are quickly noticeably better than colored cards for the reasons that one would Devil's Advocate defend Celestial Sword for.
1. More splashable
2. Powerful colorless ramp can occasionally make Moxen look weak by comparison
3. Can avoid playing a color if your meta has strong color hate (Blue Elemental Blast is a thing in some places)
4 Artifacts just sneak up on you as they have snuck up on R&D basically every year this great game existed
Pyramids probably still sucks quay ngl lol
Jandors Ring is also costed in the context of Sol Ring Basalt Monolith and Mana Vault.
And maybe Mana Crypt. That's just in Alpha, not yet counting Grim Monolith, City of Traitors or Mishra's Workshop
Then ban all those and you have Ancient Tomb Lotus Petal Tolarian Academy Mox Diamond and hell Ornithopter while we're at it.
My point is that while it would be grossly mistaken to use busted Mana cards to defend *colored* cards, the sheer ubiquity of so many different colorless ramp sources means that the initial casting cost is just inconsequential for Artifacts.
The activated abilities are much harder to reduce costs of in Early Magic.
Jandors Ring is an effect worth paying 2 every turn for. If you cast the card on turn 3 you're okay.
Mana Vault makes this very easy to do. And I don't think it was banned for quite a while.
Mana Vault is not going to change how underpowered most of the colored creatures on your list are because a 2/2 first striking knight with protection is enough to hose them.
But Mana Vault honestly changes math on many Artifacts and is not even close to the only card able to do that and all of these ideas probably get put to use in EDH even today let alone back then.
I think you are undervaluing pyramids a bit here. If you get it in play, it complestly shuts down land destruction. And if you have manlands in your deck you can badicly make them indestructable
If you have 6 mana you are not playing against real land destruction. It's bad at preventing land destruction because you will never get to cast it when you actually need it.
Oh its bad. For sure overcosted. Not as bad as that damage prevwnting thing though, and maybe not even as bad as some of the creatures on this list
Lol i want to make a deck around pyramids and man lands
Pyramids can get rid of ossification
Zephyr spirit is bad, but at least the art of a spirit is 👌👌👌👌
“Top 10 symmetrical effect cards in competitive MTG”.
Woah, personal Incarnation Dodged this list?
A 6 mana 6/6 that cost you half your life when it leaves play?
That isn't all there is to that card, it has some additional upside (redirecting damage)
And yes, it is far better than anything else on this list.
That's like double the power toughness of two cards on this list. And that ability sounds amazing for donate
Wow these were exceptionally awful cards. Love this series because Magic has such a wild history
To be fair, Ivory guardians boosts all of your guardians. So if you have all four out, they're 6/6s for 6 with protection. Still bad though.
And they would boost any other guardians as well - too bad I don't think there are any other cards with that creature type.
@@volkfidde4269 Actually they wouldn't. I only know cause I checked errata, but it says "creatures named ivory guardians" there.
Why is pyramids so expensive?
Another old cards bad video. You need to break these up into the different eras. Worst 6 mana cards printed before the stack was invented, worst 6 mana cards from thrones of eldraine onward etc.
He could probably do that once he finishes with the CMC theme top 10... then after top 10 / bottom 10 per set. I am aware he has started this with Homelands and Fallen Empires tho
Get better!
Doom canon should have been on the list
Pyramids costs $109.00 . . .
That's one of the worst lists I've ever seen. Good job 👍
I guess you'd only play the highway if you could kill the opponent that turn with your now unblockable creatures. Pyramids were probably better in the past when land destruction was a bigger threat - strip mines, stone rains and Armageddons were around back then, so judging it on how it would play in the current meta is a little odd. I am certainly not saying these cards are good, mind you, just that they might have gotten worse as time and rhe game moved on.
I guess playing Pyramids in combination with Kudzu would have been pretty fun and exactly the sort of jank I used to get up to.
I don't judge them only on the current meta, as discussed in the intro.
Even in a world with land destruction everywhere, the card is awful.
@@NizzahonMagic I've seen the intro a lot so I do fast forward through it nowadays, I guess I need a refresher.
And yeah, fair, I was thinking of the games of casual magic I played in high school during the lunch break and could see it doing something there, but I'd never call it a good card for sure. If it was half the price and half the activation cost, then maybe...
@@MortlachNL Every intro is different!
Aysen highway may just be the worst overall card in magic period.
How about the top 10 most obscure MTG top 10 😂
Such a shame that so many of these awful cards have great art.
Woot!!
New deck building challenge. You can only use cards listed in these worst videos
Wv baby
Top 10 worst hydras
Hurray!
Your voice sounds a bit off, do you have a cold?
Homie you got to stop using the first 3 to 4 years sets for these kinds of lists. The floor is so so low on their power level that these list just get flooded with first 3 years of a 30 year old game.