Card/Deck Your top 5 cards of all time!

I really enjoyed the most recent lucky paper episode where they talked about there top 5 cards each, why they love them and a little bit of history on that. And since I love hearing, talking and reading about cube cards, I thought that would be a neat little thread.

5.


It sucks that I can't determine which version gets shown here. From a mechanical point of view, Order of Midnight would be in my top 100 probably, but not my top 5. But oh god have you seen the showcase version of this card? It is THE most beautiful Magic card I have ever seen. I also don't mind an evasive Gravedigger suited for more proactive decks. But primarily, this is just a stunning piece of cardboard. There are some cards you just have to gaze upon occasionally, and Order here is my number one in that regard (honorable mention: og Watchwolf).


4.


No, of course I don't have any affiliation with any guild. Unless maybe there was one that controls everything unnoticed in the shadows.

When Ravnica came out I bought my first advanced starter deck (60 cards black bordered, core sets only had 40 card decks back then). And not only does my love for the world of Ravnica last until today, it's also House Dimir that I am fond of. It was also the time that I discovered mill and I was super fascinated with that whole alternative win con (shoutout to Vedalken Entrancer). Ultimately, Szadek gives me that cozy nostalgic feeling and is my favorite card from my Ravnica Block Cube.


3.


I am hyped to draft any cube that has FoF in it. It is the sweetest draw spell, period, and if you have time to cast it, that means the environment is not too breakneck-fast to be fun for me. FoF is always different and adds a cool layer of mind games – it's a card that excites me every time I see it in a pack or cast it, and it does that for decades already. Whenever I cast this card, my brain makes happy chemicals. It's just so cool.


2.


Simply a perfect magic card. It reads super clean, one simple effect and flashback, but it gets so so much play from how they turned the knobs on it. It's the exemplary Casual Champions Cube card. Easy to understand, but hard to fully understand. You can use it as a ramp target that beats spot removal, you can be a grindy dredge deck and get value from milling it, or you draft my favorite, madness, and see this as a great payoff for discard. Additionally, this artwork is as epic as a wurm can be. I wish there were just more cards with flashback costs cheaper than their mana cost, but I'm not sure they would ever beat this card.


1.


It's summer 2005. My best friend and I had the brilliant idea to switch from yugioh to magic, because almost nobody played that, so it must be cheaper. Right. Well, anyway, we visit a store and each of us buys one 9th edition starter deck. While Sami got "Lofty Heights" and still has a soft spot for his Mahamoti Djinn, I fell in love with Nightmare from my "Dead Again" starter deck. Incredibly powerful (in my 11yo eyes) with a haunting artwork.

When I crafted my CCC, I wanted to just find a way to play my old buddy again. On face value, it might be the worst card in my cube today, but I designed the environment with Nightmare in mind: heavy support for mono color, flying tokens to chump are very hard to come by, and a lot of removal can't kill a black flying 6/6 (or bigger). I think I managed quite well to create a cube that is appealing to a wide audience, with dynamic game play, synergies and strategic depth – where Nightmare is still playable.

I love you Nachtmahr (one of the few cards where I cube the german version) and I always will <3


And now I would like to hear your stories. What are your five most favorite magic cards – and why?
 
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Not in any particular order. I can't choose between my five favorite categories of children... well, actually, the fifth one is an individual card rather than a synecdoche, but the other four are categories.

1)
I'm a sucker for a rare red enchantment with a million words on it that's a card advantage machine (secretly, because people never read them even if they're just one sentence) that I can maybe wheel:

Sure, people figure them out faster these days, they don't wheel nearly as often, but you know what I mean.

Mindmoil's the OG in that category for me, because people took forever to figure out Karoos, so you ended up with decks like the funniest triple-Ravnica deck I ever had, 32 cards I've forgotten (definitely no more than 11 basic lands) plus:

Probably also Fiery Conclusion because "just" milling 5+10+20 with Szadek doesn't kill through Junktroller so you gotta stack the 20 damage and sac him to the Conclusion. That's just math.

2)
There are exactly 3 Force Spikes:

The cowards at WotC never have actual Spike in and omit Tithe half the time from Vintage Cube these days, despite them only having gotten better over the last 15 years as every point of mana is more important and the good cards worth countering come down sooner. I still love getting people with Censor or Jwari Disruption or whatever, but that's not a real Force Spike. The real ones are one mana and nobody plays around it.

3)
Another synecdoche, for "one drop that is worth a full card". I started this format thinking Devotee was unplayable and ended it having Devotee as literally top mono-white common, over Salt Road Packbeast. One of my decks had three Devotee and three Fire-Rim Form for the full "cards I was pretty sure were stone unplayable on day 1 of the format" hand.
(17lands numbers settled on probably Packbeast marginally better, but Devotee still had a GIH WR above Static Snare in Boros)

Took me a long time to get on the one-drop train, but when I did I made up for it by going all in.

4)
From picnic tables when I was 12 to every single draft format that I enjoy, I just want to pay 2 mana, receive a pittance of a creature, and get a full rectangle from my opponent. I don't get excited to get a bonus rectangle, I'm still fine with getting a boring rectangle and some mill, but I am absolutely stoked, every time, to take a rectangle away from someone else.

5)
Oft imitated, never surpassed. Three blue's a big ask, so I'll probably cut it from my cube someday, but the versatility is still there and creatures are only getting stronger so the tap mode is getting better...
 
In no particular order:


The absolute star of my favourite ever Standard deck in my favourite Standard format. Esper Drownyard decks were infesting my local meta, with their Sphinx's Revelations and their Syncopates. Have fun turning a Dissipate into a Think Twice, I'm turning this Tibalt into a Nicol Bolas. You have not known joy until you have had multiple spectators watch you absolutely dumpster the hometown hero PT grinder at Table One as he slowly loses his mind realising he cannot deal with a resolved Possibility Storm, and that triggers from multiple copies stack to great effect when your cards actually do something as opposed to 'counter, draw, board wipe'.

Incidentally, Seeker is 1000% right about wordy red enchantments. Absolute gold mine.

Honorable Mention in the "Do-nothing permanent" category goes to Knowledge Pool for my kitchen table '16 pool' deck that just made and cloned Knowledge Pools and shuffled a lot of cardboard around.

Another favourite from Standard, but also with amazing Phyrexian flavour. I think I like this even more when you aren't going for combo wins off it and just using it to toolbox/find silver bullets, but the possibilities are endless.

Honorable Mention in the "Fun tutor" category goes to Fleshwrither for going into almost every black EDH deck I made for a solid decade. I think I have like 20 copies of this guy.

Beautiful card that adds so much to so many decks. Fantastic even at its floor, but also has a thousand angles to exploit it. I like cards that are worth fighting over in the draft, but are wanted for different reasons by every drafter in the pod, and this is like the poster child for that to me.

No 'Honorable Mention' in this category, the card is inimitable even within card filtering and untap effects.

And back to Standard stories: This got my my first ever FNM 1st. After weeks of crushing defeats, I managed to find a much of terrible red burn spells in the bulk bin and bought them for about 2 bucks, then traded friends for some of the 'bad' red creatures they didn't want to play in their casual decks. Rocked up to FNM with a 26-land burn deck, sad because I only had one Lightning Bolt. Had a frantic look through the bulk bins one last time half an hour before the event. Playset of Lightning Bolts in a penny sleeve. Totally worth the 50c each.
As a poor highschooler with no job, a $5 deck and $6 entry fee got me enough sweet stuff from prize support I could actually self-fund my Magic habit, and I managed to maintain that for about eight or nine years solid, moving from constructed to draft and back multiple times. Wouldn't have been able to start without Lightning Bolt.

Honorable Mention in the "Red deck go BRRR" category goes to Bloodcrazed Goblin, Goblin Guide and every other overstatted red one drop with a drawback (Not you, Ragavan). Trading friends who didn't see your true worth for cards like you won me many games.

My first ever deck was Zombies, built to play in 5 player kitchen table games. I tried so hard to get wins with Shepherd of Rot, but it was too much of a lightning rod. Found some copies of Gempalm Polluter in the bulk bin a my FLGS and thought "Well, I guess it'll do as a backup win con that they won't see coming". Guys, I don't know if you know this, but counterspells don't stop activated abilities. And 'cycling' means you get to draw a card. And sometimes when you get stuck on 2 mana, you can cycle it straight away and find that extra land so you can play your Zombie Trailblazer next turn! I think this guy is why I'm still so obsessed with Cycling as a mechanic to this day.

Honorable Mention in the "My First Deck" category goes to Undead Gladiator because I spent like 18 months hunting to trade for like, two whole copies to go in my Zombie deck because you could cycle it more than once.

Actual first place, no question. Also, no questions. Card is perfect I will not be taking feedback at this time.
 
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(Sorry for the big images, but had to use the same one from my deck or it's all wrong).

5.


Artifacts are my favorite card type in Magic. Master here is the first Black artifact payoff that really piqued my interest (sorry Guardian Beast) and in no small part because of Fabricate. There are so many hooks to this card that allow drafters to get creative.

4.


It looks like I am building a deck with this top 5...This artifact does nothing really. It just slow cantrips. But it's so much more. A spell cast, a sacrifice, a card type in the GY. It's a way to have fewer cards in hand for Balance. Manamorphose, Frantic Search and Gitaxian Probe are all in this same category of "free" cards I love. Bauble gets the edge for being an artifact.

3.
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Combo might be my favorite archetype and old-bordered Magic brings me back to when I started playing in Revised.

Dark Ritual also has competitive memories for me because my first foray into competitive Magic was in Vintage back in the 2000s. My first deck was Suicide Black and Ritual is representative of those fun times (still remember the devastated look on my veteran opponent when I beat his all toploader "The Deck" and he complained about his rating losing to a noob). A turn one Hypnotic Specter was a real threat, but there was also Sinkhole, Duress, Necropotence, Nether Void, Hymn to Tourach and surprise damage on Nantuko Shade.

My cube still makes good use of it with Bolas's Citadel and Yawgmoth's Will.

2.


Did I mention I like combo and spell velocity? I discovered the card on these forums and it's fantastic. You can go fair or unfair. You can care about the GY, the discard, the pump or the untap. Maybe all of the above! Honorable mentions go to Agatha's Soul Cauldron and Paradox Engine that are in the same vein. It's a one card engine that you can design to be as fair or unfair as you want.

1.
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I also like control decks a lot and this sweeper is my favorite. You have to break the symmetry to get ahead and it's also a great equalizer in case the game goes poorly. I've gotten people so good with it and have also been wrecked by a Balance. It creates both memorable and miserable stories. I also really enjoy prison/stax so blowing up lands and cards in hand makes me happy.
There also might be some nostalgia for Saint Seiya that I used to watch and Libra was a cool character (the toy armor had so many weapons!).
 
5.
My love for dimir actually started with an "uncastable" fattie that only rarely milled someone out. I have fond memories of trying to make this card work, like flinging it at people's faces with a counterspell in hand, or going full turbo mill with wight of precinct six and jace's phantasm and mindcrank (back when it didn't cost my children's fortune) and just having CA as a one-of. It perfectly shows off the jank fatties that I love. And I still find myself creating decks that make people suffer rather than be consistent.

4.
This thing really only exists here because I had to find a sort of low-power card that could cast adventure cards from the graveyard for my friends who didnt understand the above card works with adventures, but Daring waverider and Goblin Dark-dwellers doesn't (don't ask why it just doesn't). I have always loved the Dark-dwellers, but while it was played, it never quite found the right home. While this thing will always have the right control or combo shell, and is undoubtedly my favorite blue 5 win-condition.

3.
There is nothing I love more than a card that completely changes how you play the game. It is the only card in my cube that says "you get three" and it's still a wildly inconsistent deck. But my love is so high, from making Myr Superion look good, or making 0 mana sorcery speed shocks, and to making an absolutely slow and abysmal card look like a perfect win condition.

2.
This thing was another casual love of mine. It perfectly encapsulates something that seems so normal, but then when you get under the hood there's just so much jank that you can do. (I guess honorable mention to splinter twin? But it is not as cute so...)
I have tried to make this be a "you get three" as well, but semi-fast colorless ramp just was too strong, and this card had to go if my other myrs were gone too. Eventually I am going to make that golems, constructs, and myr artifact cube and this card is the first thing that I will throw in.

1.
Ah yes, the stupid thing that makes me completely change how I build my deck (goodbye mana leak, hello judge's familiar) and it also lets me play my favorite cards: un-interactive blue fatties
The deck has gotten a lot of interesting upgrades throughout the years, and I love to play it because it takes skill, but it is also mindless and wildly inconsistent. One of my beginner decks that I love to see others play.

0.
I'm not explaining this, and I have really only cast it legitimately like once, but that high is why I have my profile picture.
 
I think most Magic players will give a different answer at various stages of their life/month/day, but for today, I've got these 5, and I think they're pretty similar to what I would have said any time over the last 20 years of my life, besides Greater Gargadon, who I've usually given as the answer to this question when asked before but I think is now just a top 10 card for me.

5. Mana Tithe


plc-25-mana-tithe.jpg

Mana Tithe is Mana Tithe. Like @Seeker mentioned, there are many Mana Tithes like it, but this one is mine. The gameplay that a Force Spikelike provides is tantalizing and skill-testing, and having the effect in white is just enough of a surprise to catch the most savvy players unawares in Commander, Cube, and even Modern! The Time Spiral block was formative for me in my early years of Magic, and I've Tithe'd more Wrath of Gods than I can count during the era where this was a 3 or 4x in every casual deck that touched the color.

I really like the idea of White counter magic in the form of taxing. I'm not saying we need a white Mana Leak, but I'd kill for a white Quench. But I guess White already has every other ability so it's probably fine?! We even got a Remand two years ago, I should count my blessings.

4. Unearth

ulg-72-unearth.jpg

Unearth is one of only ~120 cards that's stayed in my Cube for 12+ years without so much as a day in the on-deck binder. I'm so stoked we've gotten more of this kind of effect lately. 3-mana cards for 1 mana make for a great deal in any era of Magic, but these days, getting Gut for a single Swamp is a great way to win games. There are so many efficient and novel creatures now in the 3MV range that you're rarely cycling this bad boy, but yet, you always can. And who doesn't love drawing cards?

What I love most about this card, though, is how it's grown so much with the game. As Magic's become more creature-focused (a 20-year process cemented by M10's release in 2009, which was pretty early on for when I started playing), reanimation has only gotten better. While I can't pretend I don't like casting Reanimate more and think its downside is such a massive boon for gameplay purposes, Unearth is the cooler card in making you make tough decisions, especially in limited. Do you lower your curve? Do you change your pick between a 3 and 4-drop because you know you got a late Unearth last pick? How much more aggressive are you going to be at trading off your early dudes, or risk getting extra value from an incidental loot before you've drawn it? Lots of play here, and I'll never get sick of casting it.

3. Panglacial Wurm

csp-116-panglacial-wurm.jpg

Panglaicial Wurm is another sentimental choice. My first two decks were a mono-green snake deck made mostly from Kamigawa cards a friend had and then the Aurochs pre-con from Coldsnap. I opened this Wurm in an early Coldsnap booster and vividly remember kicking my brother's ass with it over and over at my grandma's house, even after we figured out that you can't just cast it for free off your Into the Norths. When you're new at the game, games flood or stall out often, so being able to always grab a 9/5 trample when you're in top deck mode in your slightly rampy deck is a huge boon, and a massively underrated Cube card for most of us with fetches. This is the kind of card that makes people's Timmy senses go off the chart, and for good reason. It's a cool card!!

2. Hermit Druid

sth-108-hermit-druid.jpg

My ideal Cube deck has 12 non-basic lands, one of each basic, and a Hermit Druid. If that doesn't tell you everything you need to know about me as a Magic player, you simply need to read this card again or play a game with it.

Special Mentions​

These cards are a lot of why I love Magic, but were all just shy of making the list themselves:



1. Wheel of Fortune

cei-184-wheel-of-fortune.jpg

Wheel of Fortune combines all of my favorite things to do in Magic: discarding cards, drawing cards, and forcing my opponents to do things. While that last one is generally to their benefit, it's still immensely satisfying to mess up the game plan they were in the middle of when you do get the chance. I love refreshing my hand, I love filling my graveyard, I love how a single 3-mana card can completely undermine how the game was going prior to casting it. I love symmetrical cards (and really want to figure out if I can justify Balance again without ruining my Cube experience) and trying to get the appropriate edge to them. They feel like double-edged swords in the best way possible.

I love the randomness that comes from a game of Magic, and Wheel of Fortune floods the game with randomness. Card games are great because of the stochastic elements, and I will die on this hill. Mana screw and mana flood are huge annoyances, sure, but how else can you make something in paper that captures what you imagine in your head as the ideal roguelike to such an extent that even the best roguelikes never come close?

I'd rather play Spider-Man retail limited in person than do most things in life. So just imagine how much I love Cube? Magic is my favorite game to play, and Cube is by far my favorite way to play it. And casting Wheel of Fortune? It just doesn't get better than that.
 
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I think most Magic players will give a different answer at


5. Mana Tithe


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Mana Tithe is




4. Unearth




What I love most about this card, though, is how it's grown so much with the game. As Magic's become more creature-focused (a 20-year process cemented by M10's release in 2009, which was pretty early on for when I started playing), reanimation has only gotten better. While I can't pretend I don't like casting Reanimate more and love its downside

3. Mana Tithe

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2. Mana Tithe

1.



Special Mentions​

These cards are a lot of why I love Magic, but were all just shy of making the list themselves:





5. Mana Tithe

1.
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Mana Tithe certainly is. I agree with this entire post.
 
1.
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I also like control decks a lot and this sweeper is my favorite. You have to break the symmetry to get ahead and it's also a great equalizer in case the game goes poorly. I've gotten people so good with it and have also been wrecked by a Balance. It creates both memorable and miserable stories. I also really enjoy prison/stax so blowing up lands and cards in hand makes me happy.
There also might be some nostalgia for Saint Seiya that I used to watch and Libra was a cool character (the toy armor had so many weapons!).
I've started playing some proxied decks in the Oldschool 93/94 format, and I have to agree with the rating of Balance. While I was still looking up deck lists and printing out the proxies, I didn't understand why balance was a restricted card showing up in basically all the white colored decks, but man it's just a fantastically powerful card to play, and a strategically challenging one, since you have to play your cards right before balancing.



I'll go ahead and mention Armageddon in a similar vein, as a card I've really started to appreciate. It's a bummer that white doesn't get to do these kinds of equalizer plays anymore, I think it adds a wonderful depth to the color.
 
This is SO difficult. But SO very difficult. So, let's try! I am writing these in a row, so I started writing #5 before knowing what I would put at #1. I feel it is more fun this way, like: I start from one of my favourite cards ever, and THEN I look for something even better!



This card is amazing. People here are sharing their love for Daze, Mana Tithe, Force Spike, Mana Tithe, and cards like this. I have the feeling that Stifle is in a similar category, but also a step above. Because the card can do a lot more than just a Force Spike, but it is both very challenging to play and to play around. I think the Legacy format is healthy when people just maindeck 4x Stifle in Canadian. Only downside of this card is the combo with Dreadnought, I wish it didn't exist. It spoils the fun of the card.



This is a nostalgia pick. When I was younger, around 2012, I was getting introduced to the world of competitive Magic. And I started watching coverage of Pro Tours and Grand Prixes. One of the first tournaments I ever watched was Pro Tour RTR 2012, and between many Jund decks and other very nice strategies (I have the feeling that Modern from around 2012-13 is one of the best formats ever existed) the unexpected Stanislav Cifka won the entire Pro Tour with a totally crazy combo deck based around this card. I still have the Eggs deck built somewhere, since it's very cheap, so once in a while I dust it off and play it with my friends. I never played it in a tournament though, because they banned Second Sunrise before I was able to finish building the deck.



Another nostalgia pick (I am sorry guys). This one dates back to 2007-08, when I started playing. My mother had a deck with Ice Age cards that some students of her (she is an high school teacher) gifted to her a couple of years prior, and I wanted to learn how to play, so I went to the newspapers shop, bought the intro deck of Lorwyn's "Boggart Feast", and she taught me how to play. This is probably from a nostalgia point of view my favourite card ever, but there are a couple ones that gameplay-wise fit me more.



Well, this one maybe also has a bit of nostalgia, since I loved the Knights vs Dragons duel deck, but mainly this card is here because I really love toolboxes. And lands. And land toolboxes. This girl is one of my favourite ways to do so. Maverick has always been my go-to deck for Legacy, sadly lately it's not in a great period, but in Cube as well I always try to get a deck with fetchlands, Dark Depths, Sejiri Steppe, and things like that. If they put me on a lone island with a friend and they told me to bring two Magic decks to play for the rest of my life, I would probably bring some kind of Maverick list with a lot of 1xs, Green Sun's Zenith, and Knight of the Reliquary. And obviously Scryb Ranger, another one of my favourite cards. Also Life from the Loam maybe deserved a nomination. Too many good cards...



Kamigawa is easily in my top 3 top planes of Magic (together with Lorwyn and Kaldheim). Modern Masters is my favourite draft format ever (but I have the feeling it is just because I never really tried drafting Champions of Kamigawa). Mono-red Burn is one of my favourite strategies, since you can never go wrong if you just start throwing things at your opponent. It is in the basic essence of the game. And whoever says that Burn is a brainless deck, probably never tried playing Burn, there are a lot of micro-decisions that can impact the game in a very strong manner. But Lava Spike is very lovely, and I like it more than Lightning Bolt, because Lava Spike is never directed to the wrong target ;)
 

Onderzeeboot

Ecstatic Orb
How do you decide on a top 5 people? What I can do is a collection of five cards I love dearly. Let's count down, not because these are in order, but because it feels right :p



Oh Smokestack... I know you aren't good enough in my cube anymore, but I just love your ceaseless grinding away at board states. These days, there are too many incidental token makers. A Clue here, a Treasure there. It's just hard to craft a board where you can get ahead on permanents in a meaningful way. In addition, it's a four mana card that does (practically) nothing for two full turn cycles before it starts to have serious impact. Yeah, if I'm honest, the card is too slow and too inconsequential in a modern world, yet it pains me to cut it from my cube, as Smokestack attrition is my favorite WB archetype to draft!



This one though... this artifact still delivers, despite the proliferation of tokens in modern day Magic. Curving out with your aggro deck into a Tanglewire is still the bee's knees. Especially against slower decks, cracking in while still being able to deploy your own small threats through a Tanglewire feels great, and if you can reset it somehow... chef's kiss!



Seeing that blue isn't currently a spells matter color in my cube, I cut this one a long time ago... and I think that's really sad. This is just a lovely buidaround. It naturally goes well with blue's self mill package. It naturally goes well with blue's many cantrips. It naturally goes well with blue's counterspells. Just stall the game until you can make a gazillion drowned corpses. Yes please!



Do I like blowing up the world? No... not particularly. This is, however, a very sweet buildaround. It sits high enough up on the curve that it doesn't smother aggro decks dead in their tracks. It sits at that perfect damage number where it will clear most of the board, but you can draft around it and run creatures that (barely) survive a Wildfire. It provides some juicy interaction with green graveyard recursion like Ramunap Excavator. It even interacts favorably with green ramp in general, just by making sure you're ahead of the curve compared to your opponent after the Wildfire resolves. It's just an all around lovely build around card that I am happily running two of until eternity!



I don't see myself as a Timmy player. Really, I don't. I love grindy decks, aggro, midrange, tempo, even control. I think combo is about the only archetypal deck I don't really enjoy playing. Zacama though? He unlocks a guttural reaction in me. ZACAMA! PRIMAL CALAMITY! I just love hardcasting this dino overlord. Getting to untap all your lands and immediately gun down some key permanents and/or stabilize a bit, while also adding a certified monster of a body to the board, is just so incredibly satistfying. 11/10, would not change a thing.

Are these the five favorite cards? I honestly don't know, but they sure are a good starting place!
 
This entire list is nostalgia bait from when I really got into magic, around 2001, and the order changes every time I think about it, probably, as MilesOfficial said. I might have a slight, slight fondness for blue and green. Only slight.


I fell in love the first time I ever got out of my older brother's Lightning Bolt. Nostalgia pick to be sure, because time hasn't been kind to Wild Mongrel, but for its time the design was way ahead of its, well, time. Instant speed activation, enabling a whole lost of strategies like madness, flashback, threshold, or stompy. It fits so many archetypes, I have never been dissapointed to see it in a pack. I run it in its natural habitat of (mostly) old border cards, and what I love most is that younger players in my drafts (who have only been playing for 3 or 4 years, tops) have learned to love the versatility of this dumb little 2/2. It's great, and will likely always stay my favorite card of all time.


You know what's even better than choking some poor sap's will to play by countering all their big splashy stuff? By pretending to go shields down and tapping out and then still countering their greed-play for free. The mere thought that you might have a Daze in your hand is enough to get under your oppnent's skin.

Incidentally, I still hate my older brother.


Decisions, decisions everywhere. And all of them are terrible when your opponent casts it. What do you even do when a Wonder or Roar of the Wurm ends up in the 5 cards for you to seperate into two piles? There are so many layers to this thing, it's just a blast. It works great in graveyard decks, sure, but it works pretty much in any deck. I love its design to bits.


For me, this will always be the ultimate red card, much more so than Lightning Bolt. It exemplifies red's willingness to sacrifice everything just to squeeze out that last little bit of power, damn the consquences. If you have to think about consequences, you've probably already lost anyway. Incidentally, it works in a whole host of decks, but its a mainstay in both burn and aggro decks in my cube.


It fixes, it draws, it stomps, it gets reanimated. It slices, it dices, it does everything I could ever want out of a green card. I'm a huge fan of cards that function on so many axes. It almost feels like a proto modal card. And look at that art. He's a good boy.
 
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