This entry is part 9 of 37 in the series Generally Speaking

By Imshan AKA Sinis

I like playing bad cards.  Almost categorically, the worse the card or mechanic is objectively, the more I am drawn to try to make said card or mechanic work.  This isn’t restricted to EDH or Magic in general; I’ll try to play terrible cards in other card games, I’ll play dreadfully awful characters in MMOs, and I’ll generally pick the weaker side of an asymmetric board game if given the chance.  This probably explains why I find spirit-craft and Kamigawa block mechanics and cards in general so appealing, despite their clear weakness when compared with cards from other blocks.  This isn’t to say that I dislike good cards; I like Demonic Tutor, Necropotence, Primeval Titan and Consecrated Sphinx as much as the next guy, but the power of these cards are at least somewhat dependent on how good the cards you are tutoring, drawing, or ramping up to.  If you’re using Black Lotus to power out War Elephant, the lotus is only as good as the pachyderm.

Why do I like bad cards?  Objectively good generals or cards are boring.  One can play Survival of the Fittest to gain a huge advantage without much thought at all.  Once a player decides to break it, it’s off to the races; the possibilities are all clear and open to find creatures that enjoy being discarded, reanimated or have unearth, or cards that have threshold.  Where’s the fun?  The bad cards have the monopoly on that.

In season four of CommanderCast an entourage segment on Mistform Ultimus revealed at least a small subset of players who had already built a deck with the proto-changeling at the helm, who saw a blue War Elephant with all creature types and thought “Whoa!  There are possibilities right there!”  Of course, there are plenty of bad cards that I do not like.  Gosta Dirk is an abysmal wretch that offers nothing.  The cards I like need to be bad with a purpose instead of being cousins of Chimney Imp.

So, what does a fun, bad card look like?  One of my first generals was Patron of the Moon.  Why is it bad?  Well, the power and toughness ratio to converted mana cost compares only slightly favourably to Gosta Dirk.  Why is it fun?  It’s the activated ability that’s interesting; one mana to put two lands into play tapped.  It’s easy to see how this is unlike Survival of the Fittest; Survival has plenty of documented interactions.  With Patron of the Moon, you need to find all those interactions yourself, and decide which ones are the most effective.  The easy ones to spot are the Kamigawa Moonfolk (who are also handy for the Patron’s offering ability), but there are plenty of others, including Thwart and Flooded Shoreline.  Part of the fun is hunting out interesting card interactions, but the other half of putting them into use and blindsiding opponents with them.

Bad cards also seem to enjoy the company of other bad cards.  This belies a subtle point.  Bad cards may be cards you would not ordinarily play.  Because, you know, they’re bad.  But, once you play them, you may find you enjoy their use.  That Patron of the Moon deck was fairly good at its zenith, but it was mostly that there was a certain amount of fun playing with land-bounce moonfolk and assorted other cards, combined with landfall cards like Roil Elemental.  It also made me give other generals a second look; everyone and their dog has at some point or another built and played a Teneb, the Harvester deck, but the same cannot be said for a general like Kyoki, Sanity’s Eclipse.  Yet, there is potentially powerful territory with Kyoki. You could lock someone out of the game by playing Death of a Thousand Stings on a player’s draw step after they draw, exiling their just-drawn card with Kyoki’s trigger, preventing them from ever playing any non-instant cards unless they have a persistent draw source like Phyrexian Arena.  Best of all, Death of a Thousand Stings recurs itself, cementing the lock.

In a format where we’re all trying to win, but have fun while we’re doing it, the cards that fall into the bad-but-fun category are the best way to keep away from playing the same cards in every deck.  There are plenty of lists on the internet that can tell you the approximate 60 best non-land cards for your deck.  “Goodstuff” is commonly considered a deck ‘archetype’, even though the only cohesive feature is playing the best cards in the available colours.  Yet, it doesn’t seem right to play the exact same pile of cards for Homura, Human Ascendant that it does for, say, Ib Halfheart, Goblin Tactician.  Obviously, this is an extreme example, but it bears mentioning; it is easy to fall into the trap of playing the same set of cards from each colour, and it is easy to be bored with the format as a consequence.  This doesn’t mean that we shouldn’t play Primeval Titan, or other commonly played ‘staples’, but it does mean that we should think about it first, and whether that slot is best served by a card commonly thought of as good, or by a card that plays into a particular mechanic, even if it’s a ‘bad’ one.  If you’re not one of the people who just has a stack of fifty cards from each colour that you shuffle between your decks, you’re already halfway there.  Considering that by playing cards other than the ‘best’, you’re already playing sub-optimally and it’s a stone’s throw away to start playing truly terrible cards for… fun.

Finally, bad cards are cheap.  If you want to build a spirit-craft deck, there’s a good chance that it will run you far, far less than your other decks.  The Patron of the Moon example I cited earlier was worth less than one hundred bones even though it had a few goodies like Cryptic Command in it.  Plenty of EDH decks run well into the hundreds of dollars, and the ‘bad cards’ are a great way to play on a budget while having fun.

Now, I’m not advocating that EDH players eschew all the good cards and scoop up as many Grizzly Bears variants as they can, or to start playing legendary creatures only from pre-Alliances.  What I am saying is that if the format seems boring or stale, it might be because there are a lot of cards that are generally taken to be auto-includes.  There are a wealth of cards that see very little play, many of them with mechanics as interesting as the cards that do see play.  For every card like Zur the Enchanter, there are at least ten others like Kyoki, Sanity’s Eclipse or Chisei, Heart of Oceans.  There are a great number of legendary creatures with real potential, like Ib Halfheart, Goblin Tactician, who most wouldn’t have looked at twice before the entourage segment that put him on the map.

email me: ipoolar@hotmail.com

follow me on twitter: https://twitter.com/#!/generalspeak

Series Navigation<< Generally Speaking 08 – The Five Stages of Grief: Consecrated SphinxGenerally Speaking 10 – The Casual Jungle >>
  • http://twitter.com/KaipaLin Gibson Haynes

    This, this exactly, a thousand times over. It’s the ability to play those bad cards in decks that can still have fun and are competitive within reason that makes this format.

  • http://twitter.com/GuDoug Judson Gruber

    There is nothing more fun than wrecking someone with a bad card or winning with bad cards. Every time I play one of my decks with “Bad Cards” everyone seems to enjoy the game more. Lots of Laughs and fun had by all. It is fun to hear things like “I have never had to duplicant so many crappy creatures”.

  • http://twitter.com/GiantShark2 Giant Shark

    I think more people should play “bad cards”. If no one is having fun, no one is playing Giant Shark. #GIANTSHARKGATE #MTG #CMDR

  • Zach

    My Hakim, Loreweaver deck my run Force of Will, but I was also the only person in the world who was excited by the printing of Spectral Flight.

    • http://twitter.com/generalspeak Imshan Poolar

      I have a Hakim deck and I also run Force of Will, and I was definitely excited to include Spectral Flight. It’s hard to get that kind power and toughness on a two mana enchantment! The flying is a sweet bonus!

      Of course, my favourite enchantments are still Eldrazi Conscription, Sigil of Sleep, and Infiltrator’s Magemark.

  • Bart

    This is why I built a foil werewolf deck with Borborygmos. Bad cards are fun too.

  • nathones

    I totally agree with this article. It makes me want to go out and build a patron deck right now. I find generals with unique effects stay fun because every set has something interesting to add. On the flip side, my Edric deck is so narrow that almost nothing new ever makes the cut.

    Mind posting an updated list of PotM in a future article?

    • http://twitter.com/generalspeak Imshan Poolar

      I would, but I have posted the list elsewhere, and it’d feel like I was retreading the same ground in an article. However, there’s a thread on the mtgcommander forums where I worked on the deck for quite a while. I’ve updated the last post (found here: http://www.mtgcommander.net/forum/viewtopic.php?f=16&t=6804&p=110220#p110220) to reflect the final changes I had before retiring the deck.

      The link is to the final resulting decklist, but it has changed a great deal since the first list on page one, and it may interest you to take a look at what sorts of things I tried to use, but passed over for mechanics I felt to be more effective or interesting.

  • Anonymous

    I think your article says more about how much effort someone should take to be creative in order to diversify their outlook as to what makes a card good rather than playing bad cards because they’re inherently fun in some kind of facetious way.

    Patron of the Moon, Ib Half-heart…neither of those commanders are all that bad, and there are plenty of mechanics to support each style of play. Landfall is a fine strategy along with cards like Gush, etc and goblins are a very, very common tribal theme and are quite good since they support some of the only tutors red has. Sure, theyre not as competitive initially as Zur, Asuza, or Kaalia, but when your meta starts to develop and introduces efficient spot removal (something each good deck should have anyway), “competitive” decks often become more or less as good as “non-competitive decks” as they realize the whole table is waiting to use their removal on their enablers.

    Even Kyoki isn’t all that bad, since theres some amount of playable spirits. Spirits aren’t the most reliable creature type, but after seeing a friend pilot a viable He Who Hungers deck, black’s ability to tutor still allows for decent combos like Conspiracy. Mono-black is also excellent at destroying a player’s hand, so assuming you’re using cards like Mind Sludge/Twist/Shatter, that one card you’re exiling hurts much more just by virtue of your color limitation.

    And I think that’s ultimately the point of this article, regardless if I am critical of some of your examples. Encouraging players to explore seemingly limited territory paradoxically expands their knowledge of the game, giving them more options with which to interact with their opponents, and thus, more ways to have fun in a format that both prides itself on its access to extremely recognizable, powerful cards and the pursuit to use them in casual (or sometimes not so casual) ways.

    Good job. Great read.

  • LaysanRail

    I totally resonate with this article, and wish there was a way to send it to everyone in my playgroup without sounding condescending.

    But as someone who loves the less-played cards, I have to take this one step further and provide a counterpoint by asking a question: To what extent do we users of “Bad Cards” doom ourselves to be wrecked over and over by users of Good Cards?

    Just for the sake of argument, I’d like you to believe this for a second: Like you, I build really effective decks that make Bad-Cards Badass. Nevertheless, when I’m playing against the Teneb-Tooth-and-Nail-guy on my left, the Ezuri-Gaea’s-Cradle-Elves guy in front of me, and the Intet-Insurrection/TimeStretch-guy on my right, to what extent is my deck just going to be punished for using the “Bad Cards?”

    Obviously, there’s no simple answer and it depends on the deck, but it’s hard to feel like I’m stumbling across an inherent paradox of Commander these days; that it’s a format that both praises and punishes creativity.

    -LaysanRail

    Generals:

    Toshiro Umezawa
    Hazeson Tamar
    Xira Arien
    Braids, Conjurer Adept
    Rasputin Dreamweaver
    Ulasht, the Hate Seed
    Damia, Sage of Stone
    Animar, Soul of Elements
    Savra, Queen of the Golgari
    Progenitus
    Kaalia of the Vast
    Zur the Enchanter

    Decklists can be found here: (comments welcome)

    http://tappedout.net/users/LaysanRail/mtg-decks/

    • http://twitter.com/generalspeak Imshan Poolar

      It’s true that you may lose to better generals. That’s part of what I mean by objectively bad cards.

      However, if you play bad cards, you’ll win with style instead of winning with the same cards other people win with. Your EDH deck will be your own, instead of roughly the same as other people’s.

      At the end of the day, winning isn’t even everything in this format. Fun is, and for people like me, that’s playing interesting cards or laying out underused mechanics.

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