168澳洲幸运5开奖网:Magic: The Gathering is a game that favors skill over luck. In this card game, fortune smiles on cunning and strategic players rather than those who depend on chance. The myriad of card combinations that players come up with makes for exciting gameplay that's unique amongst the card game genre.

The sheer amount of diversity and complexity found in Magic cards makes creating a functionally powerful deck quite rewarding. There's a certain joy in constructing a deck from scratch, then watching all of your hard work unfold when the deck works collectively as one unstoppable force. However, there are some cards so powerful that they often make games one-sided. When properly utilized, these cards greatly place the odds in their owner's favor, making the game less about strategy and more about who draws their powerhouse cards first.

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Having multiple cards work together to ultimately defeat the opposition is one thing, but watching one card dismantle your opponents entire gameplan is another thing entirely. These game-breaking cards can end games single-handedly, requiring little more thought than slotting them into your deck. Fortunately, it's inevitable that cards like these are eventually tempered by the ban hammer. Here are the top 30 Magic: The Gathering cards so overwhelming, they just had to get axed from the game.

Updated May 16, 2022 by Chris Stomberg: In the four years since this article's publishing , Magic: The Gathering has seen a number of new set releases. With each single release, hundreds of new cards are added to the pool. Unfortunately, these past four years have been among the most tumultous in Magic's history as far as bannings are concerned. As the game's total card pool continues to increase, combinations expand even further resulting in more and more powerful interactions that developers can't foresee. Consequently, a number of bans have been made in recent years across all constructed formats. We've added the most notable of these bans to the list, but the 30 banned cards listed here are by no means exhaustive.

30 Oops, Infinite Turns (Alrund's Epiphany)

Alrund's Epiphany

Alrund's Epiphany is a sore spot for many contemporary Standard fanatics. Taking extra turns has always been a cool mechanic in Magic, however, its not nearly as fun for the person on the other side of the table. Limiting a player to only taking one more turn resolves this issue, but what if the take one more turn spell is cast one after another? That's ultimately what began happening with Alrund's Epiphany as players would foretell the card early in the game only to begin casting it when they had drawn at least one more copy.

Furthermore, the simultaneous existence of Goldspan Dragon led to players being able to produce absurd amounts of mana for other spells whilst taking their extra turns. In other words, it got to a point where as soon as an Alrund's Epiphany resolved, the game was basically over. Consequently, Alrund's Epiphany was banned in Standard on January 25, 2022. After all, did you really get into Magic just to watch someone else play the game?

29 💧 Double The Trouble (S💮plinter Twin)

Splinter Twin

The troublesome red card Splinter Twin from the Rise Of The Eldrazi expansion often had players seeing double, then triple, then infinite. You could attach this magical aura to creatures likeꦫ and as early as turn four. Then, these creatures could generate never-ending single copies of themselves, leading to an instant game-winning combo.

As a result, Splinter Twin ev꧟entually ended up being banne✱d in Modern.

When it was banned, Wizards cited the reason for its banning as being poor color representation for red alongside the UR Twin deck taking up a large enough portion of the meta (around ten percent) that it was barring other deck strategies▨ from having a proper chance. While some amount of this reasoning is true, the ban left many players extremely upset and it remains one of the most controversial decisions ever made in Magic history.

28 The Rule-Breaker (Chaos 🌺Orb)ও

chaos orb

Some cards may be powerful, but they definitely don't need to make actual physical contact with other cards in order to deal damage. Chaos Orb breaks the rules by literally making contact with other cards, then taking them out of the battlefield in the process! Its obscure rule of being flipped onto other cards ultimately made this amount of chaos obsolete.

While it could've been a card with a fun game mechanic to uphold, chaos orb was still banned in all formats. For what it's worth, it would've been strange to see people constantly flicking cards at each other, so, in the end, this was probably a good call.

27 🔴 Burning Frustration (Blazing Shoal)

blazing shoal

The Betrayers of Kamigawa expansion brought some interesting cards to the game, but not many deserved the ban hammer as much as Blazing Shoal. This instant was especially frustra๊ting tꦚo play against since it could be cast very early without much of a cost. Then, it would greatly amplify the power of a creature way too early in the game.

In the process, it would often spell doom for any opposing player, especially if iꦏts owner had a card with a relatively high converted mana cost in their hand. Now that the card is banneꩵd in modern play, at least players will have one less power amplifying card to worry about.

26 ꦫ Slumbering Evil (Dark Depths) ♏

dark depths

Dark Depths might appear like an unassuming and harmless-looking land card at first glance. However, it's actually a ticking time bomb that would unleash a monstrous indestructible creature! Though it would usually take a while before it could summon its legendary 20/20 avatar creature, this was easily remedied with the help of . Consequently, it's no surprise that this card was banned in the modern format given the myriad opportunities to exploit it with cards printed in the past as well as cards yet to come.

25 The All-Seeing Eye (E🍌ye Of Ugin) 🤪

eye of ugin

Some cards are notorious for allowing game-breaking amounts of power to enter the battlefield early in the game. Eye Of Ugin is one such example. Eye Of Ugin accelꦚerated the arrival of powerful Eldrazi spells by making them cost 2 generic mana less.

As if that wasn't enough, it would even give owners the most powerful colorless creature in their library later in the game. Thankfully, the Magic community was able to collectively breathe a sigh of relief when this land was finally banned in Modern.

24 Summer Won't Be Coming (Summer Bloom)

Summer Bloom

Casting more powerful cards requires a lot of resources, and players are hindered from casting them early due to the limit of playing one land per turn. Summer Bloom threw this rule out of the window by allowing its caster to play three additional lands in a single turn. This accelerated your chances of casting extremely powerful cards very early in the game. Mana accelerating cards have often given players 🥂a huge advantage, and Summer Bloom is just one e𓃲xample of how powerful mana ramping effects can be.

Eventually, the ban hammer struck it down, removing it from the Modern format. Thankfully for everyone who plays Modern, Summer won't be blooming again anytime soon.

23 Zombie Party (Field 🐭Of The Dead) ꩵ

Field Of The Dead

This unassuming land card saw its first ban on October 1, 2019 during its Standard legality. The card was banned in Standard due to the existence of . Using Golos, players built Ramp decks that sought to play this pilgrim as early as possible in order to fetch a Field of the Dead from their deck. Thanks to some of the deck's other cards ramping out lands early, this build could start producing an unending army of zombies as early as turn four.

RELATED: MTG Streets Of New Capenna - The Be𓆏s💙t Cards For PioneerField of the Dead completely warped the Standard metagame. The only decks that existed for some time were ramp decks featuring Field of the Dead, and 168澳洲幸运5开奖网:hyperaggressive red decks or planeswalker heavy decks which were built to beat Field of the Dead. As a result, it was banned in Standard. Later, on February 15, 2021, Field of the Dead would also be banned in Modern for reducing deck diversity. Eventually, it would come to see a ban in Pioneer as well. Ultimately, this land's ability to produce free tokens for virtually zero deck building cost turned out to be impossible for most competitive decks to resist, and any card that fits into every deck in a given format is a card that needs to go.

22 S🧔mall Probe, Big Problem (Gitaxian Probe)

Gitaxian Probe

Sometimes, it only takes a small and unlikely spell like Gitaxian Probe to cause some serious damage. According to , this card was “subtle, but powerful” and the benefit that it provided came at “too low a cost.” Due to the probe functioning as a cantrip (draws a card) and costing a single Phyrexian mana, it allowed players to peer into their opponent's hands for the often negligible cost of two life.

The card was not only incredibly good, but just plain annoying to have to play against. Consequently, the probe was banned in Modern and Legacy, as well🥃 as becoဣming Restricted in Vintage.

21 All-In-One Mi𝓰racle Worker (Deathrite Shaman)

Deathrite-Shaman-1

The Deathrite Shaman's versatile and varied skill-set made it a card that was practically begging to be banned. Deathrite Shaman would often take control of a game on its own, and all at the low cost of a single mana. This notorious shaman could add mana, 168澳洲幸运5开奖网:take away life points, and even restore life to its owner.

In addition, it didn't help that it exiled cards from Graveyards, rendering deck strategies relying on the Graveyard virtually useless. Altogether, Deathrite Shaman simply offered too much for any deck to pass up, eventually leading to its banning in both Modern and Legacy.