You’re going to be paying around three mana and having to cycle two whole cards just to kill most early threats. This is just terribly inefficient removal. Then the creature it’s attached to gets -1/-1 for each counter. Withering Hex is a 1-drop enchantment aura that gains a plague counter whenever a player… cycles a card. Skipping an untap step is about one of the worst things you can do in Magic, and +2/+2 is just such a poor trade off. Now, a 2/2 flier for four is only mediocre when it comes to vanilla stats, but I wanted to include this card because of how poor the ability itself is. It allows you to give it +2/+2 if you skip your next untap step. Not bad, huh? Well, the ability on it sure is. This is far too specific to include in something like a Commander deck, and there’s infinitely better sideboard tech out there for other formats. This effect absolutely isn’t worth three mana, especially since graveyard hate is so prevalent, even as an ETB on something else. It’s a 3-mana instant that forces a player to exile all lands in their graveyard. I like that you can bounce your opponent’s lands, don’t get me wrong, but the overall cost just isn’t worth it. There are just so many bounce and flicker effects that work far better than this card. I don’t think I’ve ever been in that scenario. If you’ve ever wanted to pay a total of nine mana and give up a permanent to bounce something else, then Dispersing Orb is the card for you. This just doesn’t do enough, and the restrictions are weirdly bad. That’s a grand total of six mana for a 1/1, and you can’t even go infinite since it’s a once-per-turn deal. It’s a 4-mana enchantment that can produce a 1/1 Soldier on the condition that you don’t have any other creatures for. Security Detail just doesn’t seem good in really any scenario. Why would you want to use your 4/4 flier as a mana dork? You’re not only already at a high amount of mana but this is meant to be a strong attacker or blocker, not a passive mana resource. In this case, you just get a mana dork ability. Seven colorless mana for a 4/4 flier usually means you’re getting some kind of useful ability or keyword on top of the vanilla creature. Lotus Guardian costs too much and does too little. Now that I’ve drilled that into your head a few times, let’s continue! #29. There may be times when a 1/1 flier is better than this 1/2 flier, but it’s still objectively worse and less effective overall. Remember, I’m judging these based on general scenarios and in most situations. If you need a really, really bad piece of removal or something other than a cheap flier, then a cheap flier isn’t going to be better. Is Storm Crow always better than the other cards? Absolutely not. Everything else is worse than this card, and it’s pretty easy to compare cards to a cheap, small flier in most instances. I know a lot of people like this card ironically, but I think it’s a great way to start the list and have another metric to go by. On the opposite side of the spectrum, the card in the #1 spot is the absolute worst card of them all. In terms of how the rankings are organized, the card in the 30th place slot is designated as the “best” worst card, meaning that it’s the most playable. A 2-mana 2/2 is still good in Limited, and it wouldn’t be broken in Unlimited either. It wouldn’t be fair to judge a lot of the cards from Magic’s first few sets to something from All Will Be One. The reason I’ve picked Grizzly Bears is that it falls in the middle ground between some of the first creatures and the most recent ones. We want to look at each card individually. That means that I’m not going to take into account the possible infinite combos or insane synergies cards may have with other, specific cards in the game. Anything included is obviously going to be worse to have than the Bears in a general, isolated setting. Grizzly Bears will act as my baseline for this list. It’s important to have some kind of scale or metric to judge cards, so I’d like to direct your attention to Grizzly Bears, a 2/2 for two mana. Lots of cards are just generally bad for the amount of mana you’re paying, while others are just (seemingly) entirely downside. Cleland-Huraĭetermining whether a card is “bad” or not can be tricky.
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