Worst MTG Cards With Alternate Casting Costs | Magic: The Gathering



Worst MTG Cards With Alternate Casting Costs
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49 thoughts on “Worst MTG Cards With Alternate Casting Costs | Magic: The Gathering”

  1. Actually, cards like heroes remembered which usually suck that have suspend can be used in a deck with the Face of Boe from the Doctor Who set and pay their suspend costs instantly so it's basically just 1 mana gain 20 life

    Reply
  2. How is tidal bore one of the worst? Its a zero cost card basically, that thing is broken. You can tap an opponents creature before combat, great for stopping red aggro, and mono blue doesnt need to go big anyways so you just play land next turn. God forbid its blue green and they play 2 lands in a turn .

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  3. You also misinterpreted path of peril, it was 6 mana to turn into a destroy all creatures, from destroy all creatures mana value 2 or less. Actually a decent card that sees a bit of competitive play.

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  4. 7:25 Actually it is a fine card. You read it the wrong way. You remove the words in brackets if you pay the Cleave cost. If you pay 1BB you destroy the small creatures, if you pay the Cleave cost you destroy all.

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  5. Tidal bore is broken with mystic sanctuary. Also not that bad to get land fall triggers.
    It also good for combat tricks. I untap the deathtouch i attacked with on my turn to block their 10/10 creature, which the opponent wouldnt be expecting cause all my land is tapped.

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  6. false cure: until end of turn if a player would gain life lose 2 life per each life instead.

    commandeer is 3 for 1 or minus 2 shady was saying.

    30:00 if multiple cards are blown up at the same time it's owners choice how they go into graveyard

    57:50 ancestral tribute wouldn't count it self the first time

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  7. One of the themes of the Odyssey set was effectively "cards that cost 3 more to cast than they should." Like Morbid Hunger and Ancestral Tribute. Either one of those could have both the mana costs and the flashback costs reduced by 3 and still not be broken at all.

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  8. Let's say you have multiple Summoning Traps in your hand. Your creature gets countered. Could you then cast all of the Traps in your hand for 0, or does it only let you cast 1 card for each time a creature is countered? If you could cast it for 0, dig 7, find something, cast another one, and so on. You could dig 14 to 21 cards deep looking for creature. You could end up with 3 or even 4 big monsters on the battlefield, and all it took was your opponent countering 1 creature spell. Obviously, that's kind of a one hit wonder type of deck. Your opponent will just avoid countering stuff. But it seems feasible.

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  9. If you're interested in playing more casual commander online. PJ from the YT channel Commander Replay is always looking for people to play with for his videos. I'm sure you guys could do some kind of collaboration video or something. I'd love to see your merfolk deck in action

    Reply
  10. Stroke of Genius is good because it's an Instant. Ingenious Mastery is a sorcery speed Stroke that also has an absolutely abysmal alternate cast. Sure, 3 mana to draw 3 at sorcery speed is good. But it's not "worth giving your opponent two thirds of a Black Lotus and a scry 2" levels of good.

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  11. What's wrong with Tidal Bore? Let's say you don't have another island in your hand. You can tap out and play stuff then get 2 free mana to play it, then play your island again next turn. It's only setting you back on mana if you have an island in hand or draw one next turn.

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  12. The Bringers weren't super bad, the Bring of the Blue Dawn was a card I liked back in the day, semi hard to actually cast it though unless you got a bunch ramp. Just draw 3 cards turn, ain't too shabby if you're fishing for combo, or the Black on that just gives you a Demonic Tutor during your upkeep. You have to keep in mind Fifth Dawn had 5 colored gimmick going on, so they were decent in context of Fifth Dawn.

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  13. About the Bringers, I'm also not just saying 'in context they were great' or quite that extreme, Fifth Dawn just had tools to make a 5 color deck more viable, like things that straight up produced 5 mana of different colors for you.

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  14. worldheart pheonix sounds like one of those oldschool cards where they overly explain the mechanics trying to avoid confusion. you may play this from your graveyard for the alternative cost, but not the original.

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  15. Ha, Mogg Alarm, i was building a Goblin deck last night ran into those things in the red cards, took one look at it, said it was horrible. I don't want to blow up my mountains for 2 1/1s, when would that ever be the right choice? If you're just out of mana and really really want to play 2 more goblins?

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  16. I personally run Greater Gargadon in my modern list. It's a Boros Egg Deck. Kinda like Second Sunrise, but I use Brought Back instead.
    Goal is to Ramp out Sun Titan and cycle through value artifacts like: Retributive Wand

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  17. LOL Tidal bore is in my Patron Of the Moon lands matters deck. in that specific deck is can kickstart a specific combo by putting an island in my hands and untapping an important creature. but yes, in almost any other deck just don't bother.

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  18. Whats funny is for Tidal bore would go from crap to good if it was target permanent.
    1. Time vault combo piece
    2. Mana ramp* (on a turn you cant place a land. Tap two lands, bring one back. Untap the other. boom 4 mana turn 3.)
    3. Tap down important mana on upkeep

    Also who the heck thinks DREAMHALLS is bad, its such a dumb card in commander.

    But to give you an idea in any draw matters deck I put it in cause-
    Island, Sol ring
    Island,
    Island, play dream halls, discard a card, enter the infinite and win, try to counter- chances are I can discard a card and stop it.

    Edit: Thinkin about it, it would be broken with that word change.
    1. Combos with lotus field/academy/any high value mana land in a deck that also runs islands.
    2. Combos with time vault (which at the time would be broken, cause now imagine the turn time vault comes down they untap it to gain an extra turn to twiddle it the next turn and now they would be running 8 cards to untap it so 8 possible extra turns.
    3. Combos with 2 mana bounce + 1 island (Not only this would be a turn 3 6 mana, but even more evil you can tap yourself out and mana leak someone out of nowhere.)

    Reply

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