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Competitive Judge Tower
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Competitive Judge Tower

Rules-lawyer your opponents to death in this casually hardcore and hilariously educational MtG variant!

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Table of Contents

Purpose of the game

Quick Start

Playing the game

The rules

Tips and strategy

Regular Judge Tower

Other Judge Tower variants

Building your own Judge Tower

Deck construction tips

Gaming aids

Sample decklist

Rejects

Last updated: 2018-04-02


Purpose of the game

Fun! And learning the rules and practicing judge skilz.

The game is primarily designed to help judges familiarize themselves with the Comprehensive Rules, Magic Tournament Rules and Infraction Procedure Guide, but it is also surprisingly playable for beginners.

Quick Start


Playing the game

The rules

  1. Breaking these rules carries a Gameplay Error – Judge Tower Rule Violation infraction.
  1. The penalty is a Warning and a third offense is upgraded to a Game Loss.
  2. No additional remedy is needed. (Do not perform a backup.)
  1. All plays are mandatory.
  1. Players may not pass priority while they can still perform an action.
  2. “May” means “must”. (Note that according to rule 117.12a, a choice phrased with “unless” also presents a “may” option.)
  3. All triggers are detrimental and non-optional. (If an opponent gets to choose whether to add a triggered ability to the stack, do so if any opponent chooses to.)
  4. All creatures attack and block if able. (Players still choose how.)
  1. All players are judges. (Players without judge levels are “level 0 judges.”)
  1. Judges can play as well as judge regardless of REL.
  2. Each player with the highest judge level or tied for the highest judge level is a head judge.
  1. Players score Judge Points whenever a judge they called correctly issues a penalty to an opponent. (Players do not score points for issuing penalties to themselves.)
  1. A warning is worth one Judge Point and a game loss is worth two Judge Points.
  2. Each player scores two Judge Points whenever an opponent concedes.
  3. If two or more players simultaneously call a judge, those player are all eligible for scoring.
  1. Players may join a game in progress during any cleanup step.
  1. A player that re-joins the game keeps his or her Judge Points. (But is otherwise considered a new player.)
  1. The library is shared.
  1. Cards in the library are “owned” by all players.
  2. Cards not in the library are “owned” by whoever drew them.
  3. When a player leaves the game, all objects “owned” by that player are exiled.
  1. Starting hand size equals the player's Judge Level. Mulligans are not allowed.
  2. Private information is public. (But derived information is still derived.)
  1. Players play with their hand revealed. (Player must reveal each card as they draw it.)
  1. When paying costs, players are always considered to have the required mana in their mana pool.

Tips and strategy

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Futurama

Regular Judge Tower

The game can also be played at Regular Rules Enforcement Level.  This means problems are solved according to the JAR.

The player reporting an error takes the offending card out of the game and places it face-down into his or her Judge Points pile to keep score. Note that the identification of “the offending card” may cause some debate. As a rule of thumb, when in doubt, go for the card that is most likely to cause a repeat of the error.

Other Judge Tower variants

Judge Tower, also known as ASAP, is often played differently. The version presented here has been tweaked to make it more accessible, fun and educational. It has been playtested with both experienced and inexperienced players and has now become a popular activity at our LGS. It is contagious and it is easy for onlookers to jump into a game in progress.

This variant strives to keep the rules as succinct as possible. If adding a specific card to the Tower would require an extra rule, it is better not to add that card. Rule proliferation is bad game design and frightens off would-be players, which is a problem for a fledgling format (even one whose target audience is rules lawyers.) For example, some other variants have rules that govern how often an ability like that of Firebreathing can be activated or what values of X can be.  This version simply omits those cards.

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Don’t use these.

Other versions generally eliminate you from the game as as soon as you make a mistake. Player elimination is considered bad game design these days. Competitive Judge Tower not only allows you to make more mistakes before you're out, it also allows you to get back in the game almost immediately. Nobody should have to sit there waiting for the next game because of one small mistake.

Competitive Judge Tower is much more educational because it mirror actuals tournament play. While this version may seem more forgiving in the early game, all the card draw increases the difficulty exponentially as the game goes on.


Building your own Judge Tower

Deck construction tips

While you could theoretically just grab any pile of cards and call it a Judge Tower (and still have fun), it helps to take the following into account.

Deck size

Around 200 cards is fine but it really doesn't matter much. If you run out and want to continue playing, you can just reshuffle the exiled cards into the (empty) library.

Try to keep the Tower "highlander", meaning no more than one copy of each card. That way you can cram the largest variety of evil cards into the deck.

Evil is good

Anything that could give you a headache or trip you up is good. Mana cost is irrelevant. The more complex, the better. Most of the “good” cards aren’t actually good cards anyway.

Card draw is good

Drawing extra cards is the easiest way to ramp up complexity. Eidolon of Blossoms,Novijen Sages and Think Twice will make the game exponentially more difficult. Even ostensibly simple cards like Inspiration are a nightmare because you will end up with more.

   

Plenty of creatures, instants and sorceries

While it's tempting to load up on global enchantments with all sorts of nasty triggers, many of the more interesting cards require creatures, instants and sorceries. However, when stuff goes to the graveyard, it simplifies the game and that's not good. The solution, therefore, is to use creatures, instants and sorceries that draw cards (or have a similar effect, such as cascade.) That way the complexity keeps building up.

No cards that would require additional rules

A card like Shivan Dragon or Glory forces you to activate it "infinite" times every time you get priority, requiring an additional rule that says you can only do that once per turn. It's better simply not to put those cards in the tower. This also applies to most equipment cards and cards with an X cost (which would require a rule that says X has to be 5 or something.)

A card that can throw the game into an unending loop under very specific circumstances is fine. Magic has rules to handle that sort of thing (including ending the game in a draw or handing out Slow Play warnings.)

No shuffling

Watching people shuffle is boring, and shuffling a huge library is awkward.

However, if you do put in several cards that search the library, don’t forget about Panglacial Wurm!

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Ignorance is no excuse!

Mistake > oversight

It's way more fun if someone loses because he did something wrong than if he just forgot to do something. Forgetting a straightforward upkeep trigger or unconditional activated ability provides only limited entertainment and educational value. Making an illegal play, on the other hand...

Keep players on their toes

Players should never be allowed to relax. The game shouldn't mostly take place during upkeep and precombat main phase. Obscure restrictions and trigger conditions should keep players on their toes at all times. Cards that impose rules on other players are especially insidious (such as Orb of Dreams.)

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Easy to forget.

Minimal entropy

Cards that don't do much should be avoided unless they cantrip. Removal, sacrifice, counterspells and discard should be extremely sparse. Players should not be able to get rid of difficult cards easily or the game will drag out.

Any card that can be used in a way that isn't complicated should be avoided.

Large creatures should be avoided because they let people chump-attack into them and they kill players (making their life easier by wiping their boards.)

Walls (defenders) should be sparse because many auras become inconsequential when cast on a wall.

Graveyard triggers

Cards that trigger from the graveyard are easily missed and a great source of warnings and hilarity. Examples include Pyre Zombie, Sandstorm Eidolon, Shambling Remains and Sun's Bounty.

 

Torrent Elemental is also a nice one. Not only does it have a trigger that cuts down on chump-blocking, but if someone loses the game while they control this, it will be exiled. Odds are the next player is going to forget about it.

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Un-cards

Some un-cards work in black-bordered Magic. Consider Grusilda, Monster Masher, Old Fogey, Over My Dead Bodies (very vague, requires ad-hoc rulings), Rules Lawyer, The Countdown Is at One (though it requires a shuffle afterwards), Topsy Turvy (mind its orientation), and Yet Another Æther Vortex.

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Topsy Turvy’s correct orientation is upside-down!

Skill > luck

Even a noob can get wins off Forced Fruition and even a pro is going to lose if they draw Consecrated Sphinx or Magus of the Future. Avoid such cards. People should lose because they deserve it.

Try to avoid cards that you would actually be happy to draw (such as Eater of Days, which gives you two whole turns off.) You should be wary of any card that is not immediately met with a frown.

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Not recommended.

Consider "least complex scenario"

Every player will try to use each card in such a way that it least complicates matters for them. For instance, a card like Deflecting Palm (which has a reputation for being complicated) can easily be cast for absolutely no effect. Similarly, the infamous Humility actually makes the game easier.

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Too easy!

A good spread of mechanics

This is required to test in-depth rules knowledge. There should be phasing, banding, suspend, fuse, forecast, kicker, cumulative upkeep, etcetera.

 

Specific categories:

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It’s not easy being green!

Layout management

Try to keep at least one flip card around (Nezumi Graverobber) to legitimize penalizing people for messing with the orientation of their cards (including attempting to place Topsy Turvy (which has its text upside-down) "right side up".)

 

Run a few face-down cards (Den Protector, Ire Shaman, Vesuvan Shapeshifter) to legitimize penalizing people for turning cards face-down to indicate that they're exiled or phased out.

 

Loyal Cathar and Soul Seizer are good ways to teach people about double-faced cards.

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Mind the orientation!

Oracle text

Avoid cards whose printed text significantly deviates from Oracle text. The game will slow down if people get the impression that they need to look up cards.

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Then versus now.

Gaming aids

If possible, provide these gaming aids along with the Tower:

Sample decklist

My current Judge Tower:

1 Abbot of Keral Keep

1 Aeon Chronicler

1 Aetherflux Reservoir

1 Aethermage's Touch

1 Aid from the Cowl

1 Alesha, Who Smiles at Death

1 Alhammarret's Archive

1 Ancestral Memories

1 Angel's Trumpet

1 Angelheart Vial

1 Animal Magnetism

1 Animate Dead

1 Ardent Plea

1 Ashling's Prerogative

1 Astrolabe

1 Azami, Lady of Scrolls

1 Benefaction of Rhonas

1 Bitter Revelation

1 Blood Scrivener

1 Bosium Strip

1 Bounty of the Luxa

1 Breaking // Entering

1 Brilliant Ultimatum

1 Burning-Tree Shaman

1 Burnout

1 Bygone Bishop

1 Cackling Counterpart

1 Cauldron Dance

1 Chaotic Strike

1 Citanul Woodreaders

1 Coerced Confession

1 Compost

1 Contested War Zone

1 Curse of Echoes

1 Dawn of the Dead

1 Daxos of Meletis

1 Dazzling Beauty

1 Deadbridge Chant

1 Deadwood Treefolk

1 Death or Glory

1 Deathreap Ritual

1 Debtors' Knell

1 Delaying Shield

1 Den Protector

1 Desperate Ravings

1 Diabolic Servitude

1 Doomed Necromancer

1 Dralnu, Lich Lord

1 Drastic Revelation

1 Dual Nature

1 Due Respect

1 Echo Chamber

1 Eidolon of Blossoms

1 Endbringer's Revel

1 Enigma Eidolon

1 Ephara's Enlightenment

1 Ephara, God of the Polis

1 Exhumer Thrull

1 Extract from Darkness

1 Eye of the Storm

1 Fact or Fiction

1 Faerie Artisans

1 Fallowsage

1 Farsight Mask

1 Fated Return

1 Fecundity

1 Feldon of the Third Path

1 Fevered Visions

1 Flamerush Rider

1 Flameshadow Conjuring

1 Flight of Fancy

1 Followed Footsteps

1 Fool's Demise

1 Fool's Tome

1 Forbidden Alchemy

1 Fortune's Favor

1 Foster

1 Foxfire

1 Freyalise's Winds

1 Gamekeeper

1 Ghastly Remains

1 Ghirapur Orrery

1 Gift of Immortality

1 Grim Harvest

1 Grim Return

1 Groundling Pouncer

1 Guild Feud

1 Hanna, Ship's Navigator

1 Haru-Onna

1 Hedonist's Trove

1 Hoarder's Greed

1 Horizon Chimera

1 Horn of Plenty

1 Humble Defector

1 Illusory Gains

1 Impaler Shrike

1 Inaction Injunction

1 Increasing Vengeance

1 Instill Energy

1 Interdict

1 Ire Shaman

1 Izzet Chronarch

1 Jace, Architect of Thought

1 Jar of Eyeballs

1 Jeskai Sage

1 Jori En, Ruin Diver

1 Kari Zev, Skyship Raider

1 Karmic Guide

1 Katabatic Winds

1 Kheru Lich Lord

1 Knacksaw Clique

1 Kraum, Ludevic's Opus

1 Lashknife Barrier

1 Living Lore

1 Loyal Cathar

1 Lu Xun, Scholar General

1 Ludevic, Necro-Alchemist

1 Magus of the Unseen

1 Make a Wish

1 Makeshift Mannequin

1 Marang River Prowler

1 Marchesa's Decree

1 Masked Admirers

1 Meditate

1 Melek, Izzet Paragon

1 Memory Erosion

1 Mercadian Atlas

1 Metalspinner's Puzzleknot

1 Midnight Oil

1 Mindstorm Crown

1 Minion Reflector

1 Mirari

1 Mistmeadow Skulk

1 Moonring Mirror

1 Moriok Replica

1 Mudslide

1 Mulldrifter

1 Multani's Acolyte

1 Murmurs from Beyond

1 Mystic Retrieval

1 Nantuko Shaman

1 Needle Drop

1 Nekusar, the Mindrazer

1 Nezumi Shortfang

1 Novijen Sages

1 Oloro, Ageless Ascetic

1 Oracle's Vault

1 Orb of Dreams

1 Order of Whiteclay

1 Origin Spellbomb

1 Panharmonicon

1 Perplexing Chimera

1 Phyrexian Grimoire

1 Pillory of the Sleepless

1 Possessed Skaab

1 Press for Answers

1 Primitive Etchings

1 Prison Term

1 Profound Journey

1 Prophet of Kruphix

1 Prophetic Prism

1 Protector of the Crown

1 Psychic Membrane

1 Puppet Master

1 Puppeteer Clique

1 Pure Reflection

1 Purgatory

1 Pyknite

1 Rainbow Vale

1 Rashmi, Eternities Crafter

1 Ravos, Soultender

1 Ray of Erasure

1 Rayne, Academy Chancellor

1 Restrain

1 Reviving Vapors

1 Riku of Two Reflections

1 Risky Move

1 Runed Servitor

1 Sage of Ancient Lore

1 Saltskitter

1 Sands of Time

1 Sandstorm Eidolon

1 Scarscale Ritual

1 Scribe of the Mindful

1 Seance

1 See the Unwritten

1 Selvala, Explorer Returned

1 Serum Tank

1 Shadowmage Infiltrator

1 Shapeshifter's Marrow

1 Shirei, Shizo's Caretaker

1 Sight Beyond Sight

1 Skill Borrower

1 Skull of Orm

1 Snow Hound

1 Snow-Covered Plains

1 Sorcerer's Strongbox

1 Soul Seizer

1 Soul Separator

1 Spellweaver Volute

1 Sphinx's Disciple

1 Spiteful Visions

1 Squee, Goblin Nabob

1 Steam Augury

1 Stitch in Time

1 Stolen Identity

1 Stratus Walk

1 Strionic Resonator

1 Sudden Reclamation

1 Sultai Soothsayer

1 Sun's Bounty

1 Sunbird's Invocation

1 Sunstrike Legionnaire

1 Supplant Form

1 Survival Cache

1 Swarm Intelligence

1 Takklemaggot

1 Tamiyo's Journal

1 Tapestry of the Ages

1 Temporal Distortion

1 Tempt with Reflections

1 Think Twice

1 Thought Reflection

1 Three Wishes

1 Torrent Elemental

1 Torture Chamber

1 Toshiro Umezawa

1 Tower Geist

1 Tracker's Instincts

1 Trail of Evidence

1 Traveling Plague

1 Treasury Thrull

1 Unstable Shapeshifter

1 Urborg Stalker

1 Vernal Equinox

1 Vesuvan Shapeshifter

1 Vigean Hydropon

1 Viscera Dragger

1 Vision Skeins

1 Voidmage Husher

1 Warping Wurm

1 Watchful Naga

1 Well of Ideas

1 Wild Ricochet

1 Windreader Sphinx

1 Wormfang Manta

1 Worry Beads

1 Yore-Tiller Nephilim

1 Zoologist

Rejects

These cards have been tried but did not make the cut:

Card

Rejection

Abyssal Persecutor

Entropic (huge) and does not prevent game losses.

Abzan Beastmaster

Does not trigger enough.

Adarkar Valkyrie

Can simply be tapped targeting something that isn't likely to die. Repetitive.

Aether Membrane

Simple. Defenders, especially ones that bounce, nullify a lot of the auras.

Akki Lavarunner

Low impact; almost never gets to flip. Usually chump-attacks. Fairly simple even when flipped.

Alchemist's Vial

Simple.

Aleatory

Almost the same as Chaotic Strike but the wording deviates too much from Oracle.

Alms Beast

Simple. Low impact. Entropic (deadly).

Altar Golem

Simple.

Angel's Tomb

Simple. Low impact.

Angelic Benediction

Does not trigger enough.

Animate Artifact

Complexity does not show in practice. Often gets played on artifact creatures.

Anthem of Rakdos

Insufficient IPM.

Arc Blade

Entropic (removal). Outdone by Reality Strobe.

Arcbound Fiend

Borderline easy. Not clear whether it's worth a warning if you skip the upkeep trigger with no targets besides Arcbound Fiend itself.

Ashen Ghoul

Outdone by Nether Shadow.

Back from the Brink

Outdone by Endbringer's Revel

Banishing Stroke

Entropic (removal). Miracle is found on Vanishment.

Basalt Golem

Entropic (removal).

Battered Golem

Simple. Usually dies before it even triggers.

Battering Krasis

Outdone by Fathom Mage (which we're also not using).

Beast Hunt

Outdone by Animal Magnetism, Benefaction of Rhonas…

Bestial Fury

Outdone by other slowtrips.

Betrayal

Too easily played on something that isn't getting tapped.

Bind

Outdone by Interdict.

Bitter Feud

Low impact (the two players will avoid attacking one another). Entropic (deadly).

Blessed Wine

Basically just a bad cantrip.

Bloodsoaked Champion

Ability can be activated infinite times.

Boneshard Slasher

Low impact.

Brass Gnat

Low impact. Repetitive.

Briarbridge Patrol

Does not trigger enough.

Briarhorn

Simple. Low impact (one-shot).

Bringer of the Blue Dawn

Outdone by Bringer of the White Dawn (which has a restrictive trigger). Entropic (deadly). Unfair (to the controller).

Bringer of the Green Dawn

Outdone by Bringer of the White Dawn (which has a restrictive trigger). Entropic (deadly).

Bringer of the Red Dawn

Outdone by Bringer of the White Dawn (which has a more restrictive trigger). Entropic (deadly).

Bringer of the White Dawn

Entropic (deadly), confusion regarding the alternate cost.

Brood of Cockroaches

Too confusing with a shared graveyard.

Captured Sunlight

Outdone by Ardent Plea.

Carom

Low impact.

Caustic Wasps

Simple. Entropic (removal).

Cemetery Puca

Insufficient IPM.

Charmbreaker Devils

Entropic (deadly).

Chastise

Entropic (removal).

Chimeric Egg

Simple. Entropic (deadly). Does not trigger enough.

Chromanticore

Entropic (huge!).

Civilized Scholar

Entropic (discard, then deadly).

Clockwork Condor

Simple. End of combat trigger is found on Aether Membrane, The Wretched and Gemini Engine.

Cocoon

Text is a bit outdated. Not that interesting anyway.

Coercive Portal

Simple. Repetitive. Entropic (board wipe).

Coiling Oracle

Outdone by Pyknite.

Colfenor's Urn

Extremely hard to fill up.

Colossus of Sardia

Outdone by many smaller “pay to untap” creatures (which we're also not using).

Confusion in the Ranks

Simple.

Conjured Currency

Too hard to keep track who owns what, bookkeeping, lets you get rid of stuff.

Contempt

Low impact; rarely triggers, gets played on creatures that either can't attack or are about to die.

Contempt

Unlikely to inconvenience you; either put it on a creature that won't attack, or put it on an opponent's creature that they don't want bounced.

Conversion Chamber

Low impact; not enough artifacts go to the graveyard.

Core Prowler

Low impact (one-shot and there's not much to proliferate anyway). Infect is found on Glistening Oil.

Corpse Churn

Outdone by Sudden Reclamation.

Corrosion

The targeted trigger doesn't actually have a visible effect on the game state a lot of the time.

Covenant of Minds

Mills. Too extreme.

Cradle to Grave

Simple. Entropic (removal).

Crippling Chill

Outdone by Press for Answers

Crop Sigil

“Up to”.

Crumbling Colossus

Entropic (attacks, kills stuff, then dies).

Crystal Golem

Simple. Phasing is found on several other cards.

Curse of Vengeance

Can target yourself.

Curtain of Light

Outdone by Dazzling Beauty.

Dakra Mystic

Not nasty enough for the caster.

Darksteel Juggernaut

Simple. Repetitive.

Darksteel Sentinel

Entropic (eats a lot of attackers).

Dash Hopes

Simple once you know how it works. Does nothing.

Dead Ringers

Simple once you know how it works. Does nothing.

Deathrite Shaman

Just eats the graveyard.

Debtor's Knell

Outdone by Dawn of the Dead.

Deflecting Palm

Easily cast for no effect.

Delay

Redundant. Suspend is found on Reality Strobe.

Delver of Secrets

Easily flips and then just attacks.

Demonic Dread

Outdone by Ardent Plea.

Deny Reality

Simple and often beneficial.

Dictate of Kruphix

Too fair.

Dictate of the Twin Gods

Flash isn't that special. Entropic (kills stuff).

Dragon Mask

These effects are found on other cards. Provides a way to get rid of auras.

Dragon Shadow

Insufficient IPM.

Dream Fighter

Simple. Repetitive. Phasing is found on several other cards.

Dream Tides

Outdone by Mudslide (which is more selective).

Eater of Days

Simple for the controller. Unfair to others.

Elemental Bond

Does not trigger enough.

Elemental Bond

Does not trigger enough.

Elephant Ambush

Simple. Flashback is found on Mystic Retrieval and Strangling Soot.

Elephant Resurgence

Simple.

Elsewhere Flask

Outdone by Metalspinner's Puzzleknot.

Ember Beast

Simple. Low impact.

Endless Obedience

Too simple.

Endless Obedience

Outdone by various other cards.

Enigma Eidolon

Outdone by Sandstorm Eidolon (which has a seemingly restrictive trigger). Entropic (mills).

Enigma Sphinx

Entropic (deadly). Rarely dies.

Entropic Eidolon

Outdone by Sandstorm Eidolon (which has a seemingly restrictive trigger).

Equal Treatment

Rarely matters.

Era of Innovation

Energy is a bit of a hassle.

Errantry

Simple. Low impact.

Essence Backlash

Simple. Entropic (counterspell).

Eternity Snare

Entropic (removal).

Ethereal Ambush

Simple.

Even the Odds

Rots in hands.

Faceless Butcher

Simple. Entropic (removal), especially because it doesn't trigger if its controller leaves the game.

Fallen Askari

Simple (generic). Low impact.

Fate Foretold

Simple (generic). Low impact.

Fathom Mage

Usually dies before evolving.

Favor of the Mighty

Low impact.

Feast on the Fallen

Rarely triggers. You must have a creature, someone else must have a creature, they must attack, it must not be blocked.

Felhide Spirit Binder

Insufficient IPM.

Ferropede

Low impact. Fairly meaningless (as well as somewhat entropic) trigger.

First Response

More limited version of Feast on the Fallen, and even that rarely triggers.

Flamewake Phoenix

Rarely dies.

Flash Counter

Simple. Entropic (counterspell).

Flash Foliage

Wording differs from Oracle.

Flashfreeze

Few targets. Entropic (counterspell).

Flesh // Blood

Simple once you know how it works. Entropic (removal).

Flight of Fancy

Simple.

Flying Carpet

Simple (and easily gotten rid of by targeting something that is going to chump-attack).

Font of Mythos

Too fair.

Force Void

“Unless”.

Fork

Outdone by Wild Ricochet and Increasing Vengeance.

Formation

Simple. Gets cast on a creature that isn't getting into combat.

Fortuitous Find

“Up to”.

Foryisian Interceptor

The multiblock thing almost never happens, there are other creatures with flash (Chimera), and defenders nullify a lot of auras.

Galvanic Juggernaut

Entropic (deadly). Untap restrictions and death triggers are found on many other cards.

Gate to the Aether

Simple. Repetitive.

Gather the Pack

“Up to”.

Gemini Engine

Entropic (deadly). The layers issues with the twin's size rarely come up.

Genesis

Not going to go to the graveyard easily.

Ghosts of the Innocent

Unexciting.

Gibbering Descent

Entropic (discard).

Gigapede

Entropic (discard, deadly).

Glimmerpoint Stag

Low impact (one-shot).

Glistening Oil

Simple.

Goblin Dirigible

Simple. Repetitive. Entropic (deadly).

Gone Missing

Basically just spins the wheels.

Gorilla War Cry

Simple.

Grafted Skullcap

Entropic (discard).

Grid Monitor

Entropic (deadly, and stops you from having to cast more creatures).

Grim Haruspex

Hard to trigger.

Grip of Chaos

Hassle.

Grixis Sojourners

Outdone by Viscera Dragger.

Guardian of the Ages

Simple. Entropic (deadly).

Guiding Spirit

Simple once you know how it works.

Gwafa Hazid, Profiteer

Entropic (keeps creatures out of combat). Repetitive.

Halls of Mist

“Unless”.

Hammerhand

Simple. Low impact.

Harbor Guardian

Simple for the controller. Unfair to others.

Haunting Apparition

Simple. Low impact.

Hazezon Tamar

Almost no lands in the deck.

Heartwood Storyteller

Too extreme! Players feed each other and the flow of cards never stops.

Heat Wave

Simple. Extremely low impact. Repetitive. Cumulative upkeep is found on several other cards.

Hollow Warrior

Entropic (deadly, either does nothing or keeps other things from doing stuff).

Hornet Cannon

Simple. Repetitive.

Howling Mine

Outdone by various other cards.

Hussar Patrol

Simple (generic).

Icatian Skirmishers

Too small for banding. Banding is found on Kjeldoran Skycaptain.

Ice Cage

Simple. Entropic (removal).

Ice Floe

Outdone by Thran Weaponry (choose not to untap) and several “target attacking” cards.

Ichor Wellspring

Never dies.

Immortal Coil

Kills people.

Impatience

Low impact. Repetitive.

Incremental Growth

Simple. Entropic (deadly).

Inexorable tide.

Low impact; there's not much to proliferate.

Inheritance

Outdone by Fecundity.

Inside Out

Simple. Either cast where it makes no difference or used as removal.

Insurrection

Rarely relevant.

Intellectual Offering

Unfair (to controller and one opponent).

Into the Roil

Outdone by Resounding Wave.

Into the Roil

Solves more problems than it causes.

Into the Void

Outdone by Sea God's Revenge (which scrys), which we're also not even using.

Iridescent Angel

Outdone by Pristine Angel.

Jackalope Herd

Simple. Repetitive. Deadly.

Jangling Automaton

Entropic (causes lots of trades).

Jeskai Infiltrator

Rarely connects.

Jungle Barrier

Simple (generic).

Kami of the Crescent Moon

Too fair.

Karona, False God

Repetitive. Entropic (deadly).

Kjeldoran Home Guard

Simple. Low impact. End of combat trigger is found on Aether Membrane, The Wretched and Gemini Engine.

Kjeldoran Phalanx

Simple. Banding is found on Kjeldoran Skycaptain (which combines it with evasion).

Kjeldoran Sky Captain

People just ask what banding does, and then it's not so special anymore.

Korozda Monitor

Simple. Outdone by Zanikev Locust.

Kynaios and Tiro of Meletis

Too fair.

Last Thoughts

Insufficient IPM.

Lazav, Dimir Mastermind

Insufficient IPM.

Lead Golem

Simple.

Lich's Mirror

Insufficient IPM.

Lich's Mirror

Does not trigger enough.

Lifecrafter's Bestiary

Too unfair.

Lifeline

Wording differs from Oracle.

Lightning Reaver

Entropic (kills players), all of these effects are found in other places as well.

Lunar Mystic

Does not trigger enough.

Maelstrom Nexus

Insufficient IPM.

Magewright's Stone

Not enough targets.

Magus of the Future

Extremely unfair (to controller).

Mantle of Leadership

The trigger is mostly invisible, so it's really hard to catch someone messing it up.

Marang River Prowler

Never dies.

Martial Law

Simple.

Master of the Feast

Unfair (to opponents). Entropic (deadly).

Master the Way

Simple and entropic.

Measure of Wickedness

Entropic (easily cast and then immediately sacrificed to help kill yourself).

Melancholy

“Unless”. (Also, removal.)

Meletis Charlatan

Too often just attacks.

Memory Plunder

Can target something that can't be cast.

Mental Note

Outdone by loads of cards.

Mesa Pegasus

Outdone by Kjeldoran Skyknight.

Mikokoro, Center of the Sea

Can simply be tapped for mana.

Military Intelligence

Does not trigger enough.

Mind's Eye

Too unfair.

Misthollow Griffin

Outdone by Torrent Elemental.

Mnemonic Wall

Outdone by Archaeomancer.

Mogg Toady

Too simple.

Monastery Loremaster

Outdone by Den Protector.

Mondronen Shaman

Low impact; rarely triggers before it dies.

Monkey Cage

Simple (one-shot).

Morgue Burst

Simple (generic). Entropic (removal).

Mortus Strider

Outdone by Squee, Goblin Nabob.

Myr Welder

Not enough artifacts go to the graveyard.

Narset, Enlightened Master

Unfair (to controller).

Nature's Chosen

Outdone by Instill Energy.

Needlebug

Simple (generic).

Nether Shadow

Not going to come back a whole lot.

Nether Spirit

Rarely triggers.

Nether Traitor

Not going to die all that much.

Nim Deathmantle

Infinite activation without the extra “once per turn” rule.

Northern Paladin

Entropic (removal). Not many targets.

Not of This World

Entropic (counters).

Null Profusion

Completely stops card flow if it's the last card in your hand.

Nullmage Advocate

Extremely unfair. Entropic (removal).

Offalsnout

Extremely low impact. This particular effect and its trigger stacking are already covered by Grixis Sojourners (which at least cycles).

Okk

Simple. Entropic (deadly). Outdone by the smaller Mogg Toady.

Omen Machine

Simple. Repetitive. Blocks all instants and sorceries.

Opal Guardian

Simple. Only triggers once. After that it's somewhat deadly.

Opaline Sliver

Outdone by Rayne, Academy Chancellor.

Oppressive Rays

Simple. Repetitive.

Opt

Doesn't actually do anything.

Oracle's Insight

Not a problem for the controller.

Ordeal of Thassa

Low impact; rarely triggers, gets played on creatures that either can't attack or are about to die.

Ornate Kanzashi

Outdone by Oracle's Vault.

Ovalchase Daredevil

Insufficient IPM.

Oversold Cemetery

Rarely triggers.

Pain Seer

Entropic (kills controller).

Palliation Accord

Simple. Repetitive.

Panic

Outdone by Chaotic Strike.

Phyrexian Etchings

“Unless”.

Phyrexian Splicer

Insufficient IPM.

Pieces of the Puzzle

“Up to”.

Pikemen

Outdone by Kjeldoran Skyknight (which combines banding with evasion).

Platinum Emperion

Simple. Entropic (deadly).

Plumes of Peace

Forecast is never happening.

Possessed Portal

Extremely entropic.

Possibility Storm

Hassle.

Predatory Advantage

Insufficient IPM.

Premature Burial

Entropic (removal).

Prescient Chimera

Simple once you know how it works.

Press for Answers

Insufficient IPM.

Primordial Sage

Massively unfair to controller.

Pristine Angel

Entropic (deadly, very easy to attack into). Aura magnet (which it shakes off when it untaps).

Prophetic Flamespeaker

Rarely connects.

Psychic Intrusion

Too easy to pick something irrelevant.

Purge

Entropic (removal).

Purging Scythe

Entropic (removal). Simple. Repetitive.

Pyre Zombie

Outdone by Ghastly Remains, entropic (removal).

Pyrewild Shaman

Takes too long to become relevant.

Quest for Renewal

Does not trigger enough.

Quicksilver Dagger

Repetitive.

Quiet Contemplation

Rarely matters.

Rackling

Low impact. Dies easily.

Radiate

Almost impossible to cast.

Rakdos, Lord of Riots

Hard to cast. Deadly.

Razormane Masticore

Entropic (discard).

Reality Strobe

Not nasty enough for the caster.

Reborn Hero

Simple.

Recoup

Not a lot of targets. You can give flashback to the same thing twice so this often doesn't do anything. Outdone by Mystic Retrieval.

Recycling

Completely stops card flow if it's the last card in your hand.

Refresh

Low impact (almost never relevant).

Repentant Vampire

Simple. Often dies before threshold is reached.

Reroute

Not enough targets.

Resounding Wave

Simple. It's hard to mess up the “two targets” thing.

Restoration Gearsmith

“Up to”.

Riftmarked Knight

Simple.

Ritual of Steel

Simple. Low impact. Outdone by many other quasi-cantrip cards.

River Kelpie

Rarely triggers.

Rummaging Goblin

Entropic (discard).

Runeboggle

Simple. Low impact. Outdone by Force Void.

Runesword

Low impact. Repetitive.

Rust Elemental

Entropic (sacrifice, and then it kills you). Repetitive.

Rusting Golem

Outdone by Old Fogey.

Sages of the Anima

Keeps instants and sorceries away.

Saprazzan Heir

Does not trigger enough.

Scout's Warning

Insufficient IPM.

Screeching Bat

Simple. Repetitive. Entropic (deadly half the time).

Scrounge

Simple.

Sea Gate Oracle

Outdone by various other cards.

Sea God's Revenge

Redundant. Scry is found on Prescient Chimera. The “up to” clause is found on Urborg Uprising.

Second Chance

Simple (one-shot). Rarely triggers.

Security Detail

Insufficient IPM.

Seize the Soul

Entropic (removal). Haunt is found on Exhumer Thrull.

Sen Triplets

Too easy to pick someone with no cards in hand.

Shadow Rift

Low impact (almost never relevant).

Shapeshifter's Marrow

Mills non-creatures.

Shared Fate

Not actually very interesting.

Shimmering Efreet

Outdone by Teferi's Imp.

Silverblade Paladin

Entropic (kills things in combat). Interesting scenarios where soulbond is broken in between first and “regular” strike rarely come up.

Sin Prodder

First opponent always pays.

Skaab Ruinator

Entropic (deadly). Mostly just rots in the hand.

Skittering Skirge

Simple. Entropic (sacrifice).

Skulking Knight

Simple (generic). Low impact.

Sleeper's Robe

Outdone by Betrayal.

Sleeping Potion

Simple. Entropic (removal).

Slith Strider

Insufficient IPM.

Slumbering Dragon

Simple. Entropic (deadly).

Smite

Entropic (removal).

Snakeform

Entropic (gets rid of own nastiness). Insufficient IPM.

Soldevi Golem

Entropic (it untaps things it trades with). Untap restrictions are found on many other cards.

Soltari Champion

Simple.

Sorrow's Path

Almost impossible to activate.

Soul Collector

Rarely triggers.

Soul Sculptor

Too easy on the controller.

Spelljack

Usually counters your own spell (which you then immediately recast).

Spirit en-Dal

Almost impossible to forecast. Shadow is found on several other cards.

Spirit of the Labyrinth

Disables half the Tower.

Stab Wound

Entropic (removal). Often used to kill outright.

Steady Progress

Low impact; there's not much to proliferate.

Steam Augury

Entropic (discard).

Strangling Soot

Entropic (removal). Outdone by Think Twice.

Stratus Walk

Simple (generic). Low impact.

Straw Golem

Simple. Low impact.

Suffocating Blast

Removal. Entropic (removal, counterspell).

Sun Droplet

Insufficient IPM.

Sunscape Battlemage

Outdone by Citanul Woodreaders (which doesn't kill stuff).

Survivor of the Unseen

Entropic (discard).

Suture Priest

Not very problematic.

Sway of Illusion

Low impact (never relevant and not much to mess up).

Swift Maneuver

Simple. Outdone by other “draw a card at the beginning of the next upkeep” cards.

Sylvan Library

Kills you real fast.

Tandem Lookout

Too easy to soulbond with something that won't attack.

Tangle Kelp

Insufficient IPM.

Tariel, Reckoner of Souls

Simple. A bit of a hassle.

Taste for Mayhem

Simple.

Teeka's Dragon

Outdone by Old Fogey. Rampage on a flyer is pointless.

Teferi's Curse

Outdone by Katabatic Winds (for phasing in general) and Teferi's Imp (for phasing out stuff that normally doesn't phase out).

Teferi's Imp

Discard.

Teferi's Puzzle Box

Bit of a bother, often gets rid of cool cards, and not very interesting anyway.

Teferi's Realm

Simple. Repetitive. Entropic (keeps entire categories out of play).

Temple Bell

Too fair.

Terrarion

Outdone by Astrolabe.

Tetravus

Insufficient IPM.

Tezzeret's Gambit

Unclear Judge Tower rules interaction.

Thalakos Deceiver

Usually only attacks once and steals itself.

Thalakos Dreamsower

Taps itself and then never untaps.

Thalakos Seer

Does not trigger enough.

The Wretched

Rarely triggers.

Thieves' Auction

Wording differs from Oracle.

Thopter Assembly

Simple. Entropic (deadly).

Thousand-Year Elixir

Not enough tappers. Going to untap opponent's stuff.

Thran Weaponry

Entropic (deadly).

Time Elemental

Actually not a bad thing to have.

Time Walk

Outdone by Temporal Mastery.

Timesifter

Pointless. Entropic (exiles).

Titan Forge

Simple (you can just keep putting counters on it without the extra “bottom up” rule). Repetitive.

Toil // Trouble

Unfair to others. Fuse is found on Flesh // Blood.

Touch of Brilliance

Outdone by various other cards.

Transmogrifying Licid

Infinite activation without the extra “once per turn” rule.

Triassic Egg

Simple. Repetitive.

Trollface marker (on Snow-Covered Plains)

Too confusing. Not sure what to do with it.

Twisted Justice

Too easy to target a player that has no creatures. Entropic (removal).

Tymaret, the Murder King

Entropic (sacrifice, and then it kills you). Repetitive.

Ulamog's Reclaimer

Outdone by Archaeomancer.

Umbra Mystic

Not enough auras.

Unquestioned Authority

Insufficient IPM.

Urabrask the Hidden

Entropic (deadly). Outdone by Orb of Dreams (which also makes stuff like auras enter the battlefield tapped) and Yet Another Aether Vortex.

Urborg Uprising

“Up to”.

Vanishing

Confusion regarding the miracle cost, otherwise simple.

Vanquish

Simple. Entropic (deadly).


Last updated: 2018-04-02