The ABCs of Magical Crap
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The ABCs of Magical Crap
by jatill » 01 Dec 2010, 13:44
It's time for me to once again purge some junk from manalink to make way for awesome cards. Going alphabetically, I had a hard time finding even 10 cards that were awful in the letters A, B, and C. What would you banish forever among cards starting with a-c?
Apps by jatill: http://www.slightlymagic.net/wiki/Other_Apps_by_jatill
Re: The ABCs of Magical Crap
by Gargaroz » 01 Dec 2010, 14:00
Aerathi Berserk, Amrou Kithkin (nice, but there is surely more useful stuff), Angel of Mercy (and insert Spike Feeder), Ardent Militia (and insert Radiant's Dragoons), Aven Flock, Balduvian Barbarian, Chastise (there is surely some better white removal). Of course, I can code the cards I mentined, if needed
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- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
- Current / medium term task: adjusting the code for making Misdirection and such usable
- Long term task: inserting all the good stuff I left out from the "Golden Years" mod
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Re: The ABCs of Magical Crap
by aww1979 » 01 Dec 2010, 14:16
Abomination (it really is...)
Aerathi Berserker (2RRR for basically a vanilla 2/4... blech)
Ageless Sentinels (why?)
Alabaster Wall (I hate walls, especially useless ones)
Anaba Shaman (Prodigal Pyromancer says hi)
Anaba Spirit Crafter (minotaur theme deck? no thanks)
Angel of Mercy (Baneslayer Angel says hi, as well as Serra Angel, Battlegrace Angel, etc)
Arbor Elf (Llanowar Elves and Fyndhorn Elves are better normally)
Ardent Militia (see angel of mercy comment)
Ashnod's Battle Gear (I only ever used this sometimes in sealed deck)
Blaze (Fireball, Disintegrate are better)
Blue Mana Battery (sucks... though wasn't there some reason we couldn't replace mana batteries, something to do with the counters?)
Call from the Grave (Reanimate owns this)
Carnivorous Plant (Erhnam Djinn laughs at this, plus it's a wall)
Carrion Wall (it's a wall...)
Conversion (sideboard card, and somewhat weak at that)
Cosmic Horror (sucks hard)
Crimson Manticore (sucks)
Contract from Below/Bronze Tablet (though I think there was some reason ante cards had to be left alone, too)
and last but not least...
Baneslayer Angel (Come on, a 5/5 for 3WW and all it's got are flying, lifelink, first strike, and protection from dragons and demons? This sucks. Give it trample, haste, shroud, make it 6/6 or even 7/7 and drop the cost to 3W, and some sort of comes into play ability, maybe 'when Baneslayer Angel comes into play, search your library for any number of permanents and put those into play. Shuffle your library'. That would make it playable)
Aerathi Berserker (2RRR for basically a vanilla 2/4... blech)
Ageless Sentinels (why?)
Alabaster Wall (I hate walls, especially useless ones)
Anaba Shaman (Prodigal Pyromancer says hi)
Anaba Spirit Crafter (minotaur theme deck? no thanks)
Angel of Mercy (Baneslayer Angel says hi, as well as Serra Angel, Battlegrace Angel, etc)
Arbor Elf (Llanowar Elves and Fyndhorn Elves are better normally)
Ardent Militia (see angel of mercy comment)
Ashnod's Battle Gear (I only ever used this sometimes in sealed deck)
Blaze (Fireball, Disintegrate are better)
Blue Mana Battery (sucks... though wasn't there some reason we couldn't replace mana batteries, something to do with the counters?)
Call from the Grave (Reanimate owns this)
Carnivorous Plant (Erhnam Djinn laughs at this, plus it's a wall)
Carrion Wall (it's a wall...)
Conversion (sideboard card, and somewhat weak at that)
Cosmic Horror (sucks hard)
Crimson Manticore (sucks)
Contract from Below/Bronze Tablet (though I think there was some reason ante cards had to be left alone, too)
and last but not least...
Baneslayer Angel (Come on, a 5/5 for 3WW and all it's got are flying, lifelink, first strike, and protection from dragons and demons? This sucks. Give it trample, haste, shroud, make it 6/6 or even 7/7 and drop the cost to 3W, and some sort of comes into play ability, maybe 'when Baneslayer Angel comes into play, search your library for any number of permanents and put those into play. Shuffle your library'. That would make it playable)
Re: The ABCs of Magical Crap
by Nicdanger » 01 Dec 2010, 19:38
Pretty much agree with everything on Aww's list, I'll add some.
Armageddon Clock: 6 mana for a lackluster effect thats been simulated by a number of other cards.
Axelrod Gunnarson: Bad Legend is bad!
Aysen Crusader: Hero themed deck?
Boris Devilboon: Bad Legend is bad!
Curse Artifact: Generally speaking cards that give your oppenent choices are bad. 4 mana to force your opponent into taking 2 damage a turn or junking an artifact are is pretty terrible.
Armageddon Clock: 6 mana for a lackluster effect thats been simulated by a number of other cards.
Axelrod Gunnarson: Bad Legend is bad!
Aysen Crusader: Hero themed deck?
Boris Devilboon: Bad Legend is bad!
Curse Artifact: Generally speaking cards that give your oppenent choices are bad. 4 mana to force your opponent into taking 2 damage a turn or junking an artifact are is pretty terrible.
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Re: The ABCs of Magical Crap
by monopoman » 02 Dec 2010, 00:06
I disagree with Arbor Elf in certain decks it is better then Llanowar Elves.
Re: The ABCs of Magical Crap
by aww1979 » 02 Dec 2010, 00:28
If I recall, Axelrod's ability doesn't even work. Aysen Crusader is better than it used to be, because it's errataed to be soldiers and warriors now instead of heroes, since I think the only hero was Benalish Hero. And while I don't think white has many warriors, it certainly has a lot of soldiers, making the card actually useful now.
I have used Boris Devilboon in some casual decks, but nothing serious. I was about to defend Curse Artifact, being a potential way to deal with artifacts (sort of) in monoblack, but then I realized I've never actually used it, so I won't anymore.
I have used Boris Devilboon in some casual decks, but nothing serious. I was about to defend Curse Artifact, being a potential way to deal with artifacts (sort of) in monoblack, but then I realized I've never actually used it, so I won't anymore.
Re: The ABCs of Magical Crap
by RanDomino » 05 Dec 2010, 08:52
you obviously need *some* walls for the Defender challenge
Re: The ABCs of Magical Crap
by aww1979 » 05 Dec 2010, 09:38
Ugh, that was the second last challenge I beat :p (The last was LandHo) Of the four walls I listed, the only one I used was Carnivorous Plant. (Alabaster Wall sucks, I didn't play black for Carrion Wall, and Ageless Sentinels was illegal for some reason in that challenge, or I probably would've used it)
Re: The ABCs of Magical Crap
by aww1979 » 15 Dec 2010, 05:46
I don't know why Primal Frenzy exists, especially when Rancor is coded and Primal Rage is way better.
Re: The ABCs of Magical Crap
by juzamjedi » 15 Dec 2010, 15:03
I will second the motions to keep Arbor Elf and Carnivorous Plant. The plant wall is just for the challenge, but it's good for that challenge so keep it. Arbor Elf is good because Elf combo decks really like 1 mana elves that produce mana.
I would also like to keep Contract from Below. Yes it's an Ante card, but if it were legal in a tournament it would be the most powerful card, period. Yes, better than Ancestral Recall. /blasphemy
I would also like to keep Contract from Below. Yes it's an Ante card, but if it were legal in a tournament it would be the most powerful card, period. Yes, better than Ancestral Recall. /blasphemy
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