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Post Hilariously Broken Cards of any TCG

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Not exactly a TCG, but still relevant:

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Basically build your deck around Superman cards and you'll win.

Oh my God. I stopped playing the DC deck building game with my friends because of this fucking card. It's so dumb.
 
This game has the shittiest art/naming ever.

Not really, it has a lot of variety and design creativity, this is a game full of cards like these:

Cards like these:

And Cards like these

Variety is a good thing.

can you explain the second one?

If combined with the "YataGarasu" card posted eariler in the thread it made your opponent lose all his cards, and unable to draw. Making you the winner as he simply can't do anything unless he can activate efffects in his Graveyard, which was very uncommon in the first days of the game
 
The Panic Button when your Opponent summoned Monsters too strong for you

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This card can't be over powered when a card like this exists in the same set:

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And neither of these cards are banned (just limited) either because so many cards in the game can play around spell removals or are just straight up immune to them.
 
This is the card that made me lose interest in Yu-Gi-Oh. Super easy to summon, almost impossible to take down in battle and locks out half of your deck. The only way of "easily" taking it down are monster effects that don't destroy like Grand Mole or Lava Golem. In order to rid yourself of it, you have to build your deck around it, which is not good card design.
 
Then you haven't experienced the misery of the Caw-blade era in Magic. WotC were actively hemorrhaging players at the time.

Yeah, I took a year off around that time. FNMs were just boring, because every deck was just a variant. With Innistrad, it just adapted to mage blade, with Delver, Snap, and swords.

But nothing will ever compare to the dark times known as Combo Winter. Saga was disgustingly broken.
 
This is the card that made me lose interest in Yu-Gi-Oh. Super easy to summon, almost impossible to take down in battle and locks out half of your deck. The only way of "easily" taking it down are monster effects that don't destroy like Grand Mole or Lava Golem. In order to rid yourself of it, you have to build your deck around it, which is not good card design.

It always makes me laugh when I see people calling Shi En broken. There's so many ways around it, not least the fact that they can only negate one thing per turn.
 
This card can't be over powered when a card like this exists in the same set:

Raigeki-RP01-EN-UR-UE.jpg


And neither of these cards are banned (just limited) either because so many cards in the game can play around spell removals or are just straight up immune to them.

Lol, I had 3 of these back in the day, pissed my brother off to no end.
 
This is the card that made me lose interest in Yu-Gi-Oh. Super easy to summon, almost impossible to take down in battle and locks out half of your deck. The only way of "easily" taking it down are monster effects that don't destroy like Grand Mole or Lava Golem. In order to rid yourself of it, you have to build your deck around it, which is not good card design.

It always makes me laugh when I see people calling Shi En broken. There's so many ways around it, not least the fact that they can only negate one thing per turn.

Yep,card´s really easy to beat with a well built Extra Deck. My favorite ways of dealing with him are:

No need to "build my Deck around" facing ShiEn, that's what the Extra Deck is for, taking you out of situations like that.

But now that we're talking about broken Samurai cards....

FUCK THIS BS, a well deserved Ban
 
Yep,card´s really easy to beat with a well built Extra Deck. My favorite ways of dealing with him are:


No need to "build my Deck around" facing ShiEn, that's what the Extra Deck is for, taking you out of situations like that.

But now that we're talking about broken Samurai cards....


FUCK THIS BS, a well deserved Ban


Yeah, hopefully Gateway never comes back. XD
 
It always makes me laugh when I see people calling Shi En broken. There's so many ways around it, not least the fact that they can only negate one thing per turn.
Bullshit. The odds of having two spells/traps to deal with him outside of the first few turns is low and even if you did, Shi En is almost always accompanied by another samurai, so it has to be an effect to banish it or bounce it (which they would quickly summon it again). Games against the Samurai would boil down to how fast they would get it out, and having to build your deck around it is bad card design.

No need to "build my Deck around" facing ShiEn, that's what the Extra Deck is for, taking you out of situations like that.
Didn't have those when Shi En came out. Though Shi En probably isn't bad now, but I'd say its more towards the power creep than anything really.
 
Not really, it has a lot of variety and design creativity, this is a game full of cards like these:


Cards like these:


And Cards like these


Variety is a good thing.

I don't see how this negates his statements. If anything you are saying that the game has several degrees of art, so many in fact that may as well have enough room for shitier art than the rest.
 
I don't see how this negates his statements. If anything you are saying that the game has several degrees of art, so many in fact that may as well have enough room for shitier art than the rest.

Wasn't trying to negate his statement, just trying to say exactly what you just said. I said there's a lot of variety, and many people like some of the kiddier designs.
He said it has "The worst art ever", which isn't true

Bullshit. The odds of having two spells/traps to deal with him outside of the first few turns is low and even if you did, Shi En is almost always accompanied by another samurai, so it has to be an effect to banish it or bounce it (which they would quickly summon it again). Games against the Samurai would boil down to how fast they would get it out, and having to build your deck around it is bad card design.


Didn't have those when Shi En came out. Though Shi En probably isn't bad now, but I'd say its more towards the power creep than anything really.

You could always synchro summon/Special Summon a bigger monster or use "Effect Veiler" to negate him and then use your spells freely.

Also this was a thing those days:

ShiEn (Hell the entire deck) is really vulnerable to monster effects. So using strong monster effects to negate him/ send him back to hand was the key. Again that's something the extra deck could take care of, no reason to build your deck around getting over Shi En.

The Problem card was Gateway of the Six, that allowed them to summon 2 or 3 ShiEn very fast.

Back On Topic: I proudly nominate Brionac above for this thread.
 
Yeah, I took a year off around that time. FNMs were just boring, because every deck was just a variant. With Innistrad, it just adapted to mage blade, with Delver, Snap, and swords.

But nothing will ever compare to the dark times known as Combo Winter. Saga was disgustingly broken.

Yeah that was the worst. It was so boring.
 
Dragonic Overlord is a well-known figure in Cardfight!! Vanguard. It's had many different incarnations throughout the game, most of which become defining units in the meta-game for some time. The most well-known form of Dragonic Overlord is Dragonic Overlord "The End" (note: most of Overlord's other forms have a "The *insert word here*" in the name).


The End came into the game's existence in Booster Set 5 and was one of two units to introduce the "Cross Ride" and "Persona Blast" (held by all ace units in the set; just a form of cost for abilities) mechanics. The former was a huge deal, because if you have the specific unit in the soul, you gain a permanent power boost for both offensive and defensive purposes. This defensive gain was a major issue at the time, because few decks could reach such numbers on their rear-guard, meaning that the user of "The End" could outlast an opponent.

This, on top of the fact that "The End" was the first Vanguard with the ability to consistently restand gave it an overwhelming advantage over most decks at the time, especially since Kagero had a wide variety of support to fall back on. In fact, "The End" was at one time heavily restricted along with two other units which were dominating in the Japanese meta-game (basically, those Season 1 units held the meta over anything from Season 2 for a long time).

"The End" would eventually lose relevance during Season 3 (though gained some resurgence due to a Break Ride variant of the original Dragonic Overlord) and Season 4 (Dragonic Overlord "The Great" held the reigns, though was outclassed by Thing Saver Dragon and Phantom Blaster "Abyss"). However, come the beginning of Vanguard G, this little gem pops up...


Dragonic Overlord "The X" (pronounced Cross) is a Legion unit which Legions with "The End", effectively improving both the power and consistency of "The End' and once again bringing back a meta-game giant (funny thing to boot, "The X" is Dragonic Overlord from another dimension, so he effectively Legions with himself; not the first time as "The Great" technically Legioned with the embodiment of his excess power). While he has fallen somewhat out of favor again simply due to other clans catching up, it goes to show that "The End" is never truly the end.

However, another "Overlord" has since been a dominate force in the meta-game.


Phantom Blaster "Diablo" (he was an Overlord at one point) is a powerful card simply due to how he outright counters clans which empty their own fields and severely hurts clans which cannot easily replenish their field... all so you can have the chance to guard (which also eats resources). This, on top of the fact that his attack will do two damage is really, really nasty and if you just don't have the resources to contend with it, you're boned. Granted, the card isn't unbeatable and has bad match-ups, but it's really poor design that should be avoided and not encouraged. Oh, and you can get this guy in a $15 product at four (the maximum in-deck) copies.
 
Not really, it has a lot of variety and design creativity, this is a game full of cards like these

Ok well some of that stuff looks better. Still doesn't help that they haven't updated anything else on the cards since '96 or whatever. They just look dated. I was actually thinking no new cards had been printed since the '90s or something, but in fact these are current cards.
 
Dark Ritual hasn't been legal in a long time.

To clarify, Dark Ritual hasn't been in Standard for a long time, and Modern was specifically set up to exclude sets with it.

Anyway, another factor with Phyrexian Obliterator is that despite how impressive its ability sounds, in practice, it's just a 5/5 unblockable creature for 4, which can still be hit with destruction and bounce spells. In a monoblack deck, there are other things you can be doing with your mana to better guarantee victory.
 
Back On Topic: I proudly nominate Brionac above for this thread.

So, you're saying that I should use a broken card to counter a broken card? Brionac was the only synchro in the extra deck that had a bouncing ability at the time and was extremely cost prohibitive at the time (I didn't have one lol). Granted, I could summon Gaia Knight, but that wouldn't really work all that well since I couldn't destroy the back row due to Shi En negation. For context, I was using Zombies at the time.
 
So, you're saying that I should use a broken card to counter a broken card? Brionac was the only synchro in the extra deck that had a bouncing ability at the time and was extremely cost prohibitive at the time (I didn't have one lol). Granted, I could summon Gaia Knight, but that wouldn't really work all that well since I couldn't destroy the back row due to Shi En negation. For context, I was using Zombies at the time.

Colossal fighter was also an Option
Red Dragon Archfiend too

Black Rose if everything else fails.

Also, Effect Veiler.

Zombies had Plaguespreader Zombie as a free tuner, so Synchro into something big was not hard at all.


Brionac was pretty overpowered but the reason why its banned while Shien is at 2 is because he

1. Allowed to recycle powerful cards
2. Could be summoned by all decks. ShiEn needed you to play Samurais in order for you use him

Ok well some of that stuff looks better. Still doesn't help that they haven't updated anything else on the cards since '96 or whatever. They just look dated. I was actually thinking no new cards had been printed since the '90s or something, but in fact these are current cards.

While some slight changes have been made, the cards remain the same since there is no set rotation on any format.
You can use cards from the very first set if you want.

The only condition is that if the card has had any errata, the current version of the card effect is used no matter the edition.

So they keep the same style to avoid confusion from new players
 
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You basically needed this card in your deck to win. If you've never played Pokemon TCG, you have one active Pokemon and five bench Pokemon. Only the active one can attack. Gust of Wind lets you pick any of their bench Pokemon to switch out with the main one. So if they have a really weak Pokemon that's not evolved yet on their bench, you can pull it out and KO it. Or, you can pull out a card that requires a lot of energy to attack. The opponent either has to spend time to build it up with energy, allowing you to get in attacks before it happens, or they have to retreat the Pokemon at the cost of energy cards. The card basically guarantees that either A)they lose a weaker Pokemon that isn't built up yet or B)you make them waste current energy cards or health on a more powerful one.
 
I'd like to add a collectible miniatures game to this thread: MageKnights.

Here's the idea: you have figures with 1-inch diameter bases. Most figures can move about 8 inches in one turn; you literally use a tape measure to determine how far they could move. Some of the very fastest ones can move 14 inches, but there are very few. You cannot move and attack with a figure in the same turn in most cases, but some figures had separate abilities (Charge or Bound) that would let you either move twice or move once and then attack. For Charge or Bound figures, most could move 4-6 inches and then attack at melee range, but some figures could use their ranged attack which was usually between 4-8 inches in range.

So, to summarize, the absolute maximum distance a figure could move and attack in one turn was around 14 inches, but that kind of range was a huge exception and usually was 10-12 inches. As an aside, every figure had a "point cost" and you could only build your army (the equivalent to a deck in a traditional TCG) up to the maximum agreed upon point total (usually 200-300 points).

Well, remember how I said the maximum a figure could move and attack in one turn was around 14 inches? That only held true until this bad boy came along.

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That, my friends, is Corpheus. This sick fool totally broke the standards of a Mage Knight figure. He was one of the few characters with Bound, meaning he could move and attack in the same turn. Not just that, but his stats were crazy for a Bounding character - he could either move 10 inches twice in a turn OR move 10 inches and then use his above-average damaging ranged attack from 12 inches away. Effectively, in a game where most figures couldn't even move 12 inches, Corpheus could move 10 and then shoot you from 12 inches away. To make matters worse, he could attack 3 targets at the same time and his other abilities allowed that damage to splash onto other adjacent enemy figures.

To put the cherry on top, the point cost for Corpheus wasn't very high. He singlehandedly ruined all melee-focused armies in my local tournament scene. Mage Knight as a game died quickly around this time locally, and I honestly think Corpheus was a big factor in that - it was the beginning of massive rules changes and other shenanigans brought on by WizKids, the company behind MageKnights.
 
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One of my all time faves. Love using this guy when playing with my friends. In a 4 player game, he is quite awesome. Especially when I combine him with another creature(forgot the name) that lets you sacrifice a token to give other tokens +1. I will usually sacrifice half my tokens after building up an army, to give the other half +10 or more power. Or I can use my Grindstone to sacrifice a ton of tokens and make people put their entire deck in the graveyard. lol
 
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I had forgotten that Stoneforge Mystic was a banned card in Modern. Back when I still played Magic, I made great use of this card with my Kor deck as it allowed me to abuse some higher cost equipment (though it probably had better applications in other decks). Man, I love my Kor...
 
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I had forgotten that Stoneforge Mystic was a banned card in Modern. Back when I still played Magic, I made great use of this card with my Kor deck as it allowed me to abuse some higher cost equipment (though it probably had better applications in other decks). Man, I love my Kor...

For the record, this was most often combined with this card:
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So with Stoneforge, you can search for Batterskull on turn 2, put it on the battlefield on turn 3.
 
thought it was combined with the sword of war/peace and squadron hawks.

It was actually Sword of Feast and Famine at first that made the cats insane. It would let you tap out for threats, and then untap for counters on your opponents turn. You could even do stuff like animate Celestial Colonnade, equip sword and bash, and then use all that untapped mana to slam Gideon Jura.
 
For the record, this was most often combined with this card:
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So with Stoneforge, you can search for Batterskull on turn 2, put it on the battlefield on turn 3.

I hate Batterskull so much. It really epitomizes the idea of card being mythic for no other reason than just being too damn good. 4/4, two great abilities, and it either resets itself when the germ dies or saves itself from destruction, unlike any other living weapon. Nothing mythic flavor-wise or rules-wise, just too damn good.
 
I'd like to add a collectible miniatures game to this thread: MageKnights....


shenanigans brought on by WizKids, the company behind MageKnights.

I posted a couple of broken Heroclix figures as well. One which was promptly errataed (WK doesn't ban, it just changes things) and another that better well get errataed soon, or he'll ruin the game.

The current theory is that they ignore playtest results and release broken stuff to pump a new set, then "correct" it later. Same thing happened with Team Bases, which could more or attack THREE TIMES in a turn in a 300 point build. Insane.
 
And yet, neither of those compare to the rampant power creep cards near the end of Decipher's run with the license. All those maintenance/upkeep cards were stupidly powerful.

And weren't there a few cards that had to be errata'd because they made certain deck types unstoppable? Descent into Darkness was one of them I think but I don't remember what the original text was.

True, it got ridiculous by the end. However, I seem to recall that Palpy was one of the main sources for the power creep in the first place.
 
That sounds like no fun at all.

A friend of mine is running this 400pt team:

250pts Supreme Intelligence
40pts Juston Seyfert
60pts Black Talon
50Pts The Turlte.

I think that is the most passive team I've seen.

This team loses to Highfather and a couple other teams. Otherwise, it's pretty dumb. Sit back, do nothing.
 
Netrunner-jackson-howard-04015.png


I think of all the cards in Netrunner, Jackson Howard is the closes I would describe as being broken, and not necessarily because it's really powerful, but because I can't imagine a corp deck being played without running this card.
 
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Instant advantage if drawn on your first few turns and not too shabby for later either. Was ridiculous in a control deck in Set 1. Very little reason not to run this in any mono or dual-color Diamond deck.

It was even more broken when there was a bug that didn't let the opposing player counter it when it was played for free.
Ugh, you'd think the Hex designers would know from experience how obnoxious Miracles are.
 
I see that Yu-Gi-Oh! has gotten even more verbose and awesomely ridiculous since I last played it, hehe. Pendulum summons, whatever will they think of next.
 
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I think of all the cards in Netrunner, Jackson Howard is the closes I would describe as being broken, and not necessarily because it's really powerful, but because I can't imagine a corp deck being played without running this card.
The only thing broken about this card was giving it to NBN. This card is crazy useful for all corps and it basically gave NBN three free influence. If it was a neutral card with influence, it would make more sense to me.
 
I see that Yu-Gi-Oh! has gotten even more verbose and awesomely ridiculous since I last played it, hehe. Pendulum summons, whatever will they think of next.

Xyz/Pendulum Monsters of course!
Yes its a thing, though we currently only have 1
 
If we're playing LCGs, I propose pretty much any of the 7-runes cards from Ascension: Realms Unraveled.

But the king of the crop?

Adayu the Serene.


The game is a deckbuilding game with influences from MtG. There's a number of factions, each with their own style. You're not limited to working with only one faction, but they do tend to blend well together.

Then this latest version introduced multi-factional cards, and turned a broken game into a shattered game. Why?

Well, let's go over the factions:

1) Enlightened. All about drawing cards, instakilling monsters, and banishing cards from the center row (the bank of cards you can buy during your turn).
2) Mechana. All about the constructs, the more Mechana constructs you have, the more they work together. (As an example, one of the "ultimate" Mechana constructs gives you +1 power (to kill stuff) for each Mechana construct you have)
3) Void. All about deck-thinning (Self-banishment) and power.
4) Lifebound. Getting honor points and runes, they're the original straight synergy cards, playing more during one turn usually gets you more cards, more runes, and more resources in general. Think of them as the Hufflepuff of the cards.

Now, with multiple faction cards, the "unite" (synergy) abilities trigger a lot more often.

Now, finally, the worst card, Adayu. Adayu gives you 1 Rune (Mechana), 1 Power (Void), 1 honor point (Lifebound), and you draw a card (Enlightened).

And you perform the related action every time you play a card that works on that principle. Play an Enlightened card that lets you draw a card? Now you draw 2 cards, plus whatever additional unite effects are on the card.

If you have the right cards in your deck, you can pretty much infinitely cycle your deck to buy every card that hits the center row, and kill every monster that hits the center row. Again and again and again and again.

In one turn. People easily get over 1k honor points (Games typically end up with a score of 50 - 200) in one turn.

Yeah. It's broke as hell. The only thing is that you have to defeat a 7 power monster before oyu can get it, and there's no guarantee it'll show up in the game at a reasonable time. But when someone does get them mid-game or late game, he pretty much wrecks face.
 
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One of my all time faves. Love using this guy when playing with my friends. In a 4 player game, he is quite awesome. Especially when I combine him with another creature(forgot the name) that lets you sacrifice a token to give other tokens +1. I will usually sacrifice half my tokens after building up an army, to give the other half +10 or more power. Or I can use my Grindstone to sacrifice a ton of tokens and make people put their entire deck in the graveyard. lol

Nah he is only broken in reanimation decks that let him hit the field super early.
 
How is this an infinite combo?
Tolarian Academy with a bunch of artifacts would be one way to do it. Another way would be to do a Blue/Red deck with Mana Flare.

1. Tap 7 lands for mana and get 14 mana (due to Mana Flare). Make sure at least 4 of that mana is blue (U).
2. Summon Palinchron, spending 5UU. Untap 7 lands.
3. Return Palinchron to your hand, spending 2UU.
4. You've now spent 11 of 14 mana, leaving you with a surplus of 3 mana and the same board state as you were before step 1.

http://www.acoo.net/uploads/2013/08/Netrunner-jackson-howard-04015.png[IMG]

I think of all the cards in Netrunner, Jackson Howard is the closes I would describe as being broken, and not necessarily because it's really powerful, but because I can't imagine a corp deck being played without running this card.[/QUOTE]
I'm hoping that in the future, FFG will be giving the other corps some in-house solutions to agenda flooding or unlucky draws. Like Joey said, Jackson Howard's ability is so necessary to deal with that crap.

[URL="http://netrunnerdb.com/en/card/08034"]Crick[/URL] is interesting, but it's ice so it can still be broken by the Runner if need be and it can only trigger its sub on the Runner's turn, which still isn't enough control for the Corp imo.

Edit: I forgot to mention, making agendas that you wouldn't mind seeing before they're scored would also go a long way towards making agenda flood less of an issue. [URL="http://netrunnerdb.com/en/card/02032"]Fetal AI[/URL], [URL="http://netrunnerdb.com/en/card/04119"]NAPD Contract[/URL] and [URL="http://netrunnerdb.com/en/card/08058"]Oaktown Renovation[/URL] are examples of agendas that defend themselves or give you alternative benefits before scoring.
 
This thread makes me want to buy a yata-garasu on e-bay just because that card is so obviously broken that I can't believe it exists.

My exposure to yu-gi-oh was very limited, a very long time ago, and mostly consisted of me using fiber jar so I wasn't aware that such a horrible card existed.
 
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