Turn target face-down creature an opponent controls face up.
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Break Open Discussion
3 weeks ago
Where do I even start?
Your first mistake: You didn't run any Blue. Every Magic Player knows Blue and Black are the superior colors, which means you had a 2 outta 5 chance on picking either of them, but you did even worse, because you chose two colors, and neither of them are Black or Blue. You went from a 40% chance the first pick, to a 50% chance the second pick, and you still messed up. Absolute trash. Now we are working in sweatshop conditions and you chose to take the low road on these jank colors, so let's see if we can fix this subpar deck.
Let's see what you got here, Tajic, Blade of the Legion... In a game of magical creatures and dragons... DRAGONS. You chose a human? To lead 99 other cards into victory? How has this made it passed the threshold of your brain? Are there any checks or balances in place? How did this leave the drawing board? And the guy is a 2/2! A 2/2 FOR FOUR MANA?! Absolute Trash. You know how much utility is usually in a Commander deck? 99 cards worth of utility. This guys indestrubability is that of a Steam Roller to an Aluminum Can. And his ability to lead the entire deck is Battalion. Have the ranks gone mad? Who put this guy in charge? That is the weakest Commander Ability I have ever seen. You know what's stronger? Isamaru, Hound of Konda and he is a vanilla 2/2, that costs 1 MANA.
The problem with Commander is that there is no consistency. I honestly think you should consider making it more consistent. You need to run Relentless Rats or Shadowborn Apostles to drive home the consistency, but we are stuck in these inferior colors, so this is really difficult.
The Mana Curve is pretty decent, but when I looked at the cards in the low end, I went full tilt. None of these spells put a dent in anything, and the spells aren't impactful. You need something that makes a difference when it hits the table, maybe try Scrambleverse or Worldfire at the high end slots, and at the low end slots you might want to consider Mox Ruby, Mox Pearl, and Black Lotus for some speed. You can also run City of Traitors, Rishadan Port, Karakas, or The Tabernacle at Pendrell Vale in the land slots, that would help with speed and control. That is just a few suggestions for the low end though.
I am seeing a lack of utility in some very specific areas. You have a great weakness in the coin-flip control area. This seriously is a problem because you can't win in situations that require coin flips. For instance if the opponent forces you to discard your hand, then casts Worldfire with the mana floating to cast Show and Tell and puts their Chance Encounter into play, then uses Donate to throw it to you, you aren't gonna be able to do nothing but sit and hope you win the game after that point. Where if you had Krark's Thumb or a Goblin Bookie in your deck you could have Goblin Tutored the Thumb, held the two mana for after the Worldfire then casted the Thumb, and you would have had a significantly better chance at winning that game. I'd really recommend Krark's Thumb or Goblin Bookie. Just some food for thought.
As for more utility, you have no pancake potential. You can't flip anything. Which means all morph creatures are going to take a toll on your brain, because you are sitting there wondering if killing the face-down creature is gonna bust you up after you touch it. Well fear no more, Break Open exists, and it is in your inferior colors. This one is a card you can't pass up, it is always useful.
You also can't play any of the opponents cards, which is a huge disadvantage in your case, as the opponent has a high chance of playing Blue and Black if they actually joined the game to win. Just in case I'd put in Shaman's Trance so you can play the opponent's flashback spells(on the off chance they have any) as they are significantly better than your entire deck. Also in the same playing field as Shaman's Trance, you should be running Tempest Efreet just so you can get better cards. We are literally scraping for whatever we can get at this point. Grinning Totem is also highly desirable.
Which Direction The Deck Should Go
I honestly think you should consider playing North Star if you are gonna continue running these colors, that way you can at least pretend you are casting better spells in the superior colors of Magic.
Alright so in summary, after taking into consideration all of my suggestions, you really should just scrap this trash and make something in Black or Blue. I'd also recommend trying to play a real format, as this is basically just rolling dice and counting the higher numbers as winners.
3 months ago
Stick with me here through this process and please remember that magic cards can not "look forward" to see the end result of something.
Manifest has you put the top card of your library on the battlefield face down. It specifies "face down" so any card can enter and it enters face down.
You cast Cloudshift and it resolves.
The card is exiled and revealed.
The card attempts to re-enter, Cloudshift doesn't specify so it attempts to re-enter face up.
At no point in this process did anything try to turn a face down instant or sorcery on the battlefield face up. Turning face up is a specific game action that never happened. A face down card was exiled- perfectly acceptable. The card attempted to re-enter and since face down was not specified for this entry it attempts to enter face up. If that card is an instant or sorcery it can not enter. The rule that you are caught up on is referencing three cards that were printed in Onslaught block that allowed you to flip other cards face up. Break Open, Ixidor, Reality Sculptor, and Skirk Alarmist.
8 months ago
I do know a few terrible cards though ...
- Moonlace (though I love the artwork).
- Wood Elemental
- Aysen Highway and Hidden Path
- Dispersing Orb
- Takeno's Cavalry
- Razor Boomerang
And a few that could be fun(?) depending on the other cards in your Cube ...
10 months ago
I'm pretty sure you don't exile a creature as part of flipping it over. Which means that the Break Open on Phage wouldn't work...
Do Wherewolves and flip walkers go into exile when the flip over?
10 months ago
The article writer did not say that Phage the Untouchable was the second worst card ever. He said, that Break Open was the second worst card. Why he said Ornithopter was a bad card is a mystery to me.
10 months ago
10 months ago
10 months ago
I saw an article of the 10 crappiest cards ever, and I decided to challenge my friends to find a way to make these crappy cards playable. So, we held a lottery where each of us was assigned one of the cards from the list to incorporate into our decks. The catch? You couldn't just build a deck that won despite the inclusion of the card--the card had to be the star of the deck.
Because of the amount of set-up required, these would be best attempted in a multiplayer game where you might be able to delay long enough to pull them off. And, they are janky. However, should you pull it off, it is funny because it is totally unexpected. At any rate, here are some of the combos that I came up with:
4: Cast Echo Mage and Jace, Memory Adept, and proceed to level them up. Once they are fully leveled, use Jace's ultimate to force 2 of your opponents to draw 20 cards. Cast One with Nothing to discard your hand, then use the Mage's ability to copy it twice--targeting your 2 opponents. Result? You have just successfully milled 2 opponents simultaneously for at least a third of their libraries--the 20 cards you just had them draw, plus whatever they had in their hands in the first place.
5: Cast Wood Elemental (sacrificing as much of your land as possible) followed by Balance. Have as few (or better yet, none) creatures on the battlefield as possible. Result? Your opponents have no more land than you do, and (hopefully) no more than creatures than you do. With any luck, yours will be the biggest fatty in play, too.
6: Cast Tundra Kavu, followed by Aysen Highway. Use Kavu's ability to turn one of your opponent's lands into a Plains long enough for you to send your creatures. Result? Your creatures are now unblockable.
7: Play a red/blue deck that is primarily burn spells. Drop Elixir of Immortality, and once you have sufficient mana available and spells in your graveyard, cast Mudhole to exile any lands that may have been milled, then activate the Elixir. Result? You now have your burn spells available again and an increased chance of drawing one since the excess lands were exiled.
8: This requires a lot of preparation. Cast Long-Term Plans to move Phage the Untouchable to third card down from the top of your library. Wait a turn. Cast Write into Being to manifest Phage as a face-down 2/2 creature. Donate Phage to an opponent, and then cast Break Open to flip him. Result? Your donee loses automatically.
9: Cast Icy Manipulator ahead of Sorrow's Path, and Donate the Path to one of your opponents. Then, use the Manipulator to repeatedly tap Path. Result? Your opponent (and each of his creatures) gets pinged for 2 each time to activiate the Manipulator.
I could not, despite my best efforts, find a way to make the Great Wall a useful card.