Last updated on June 19, 2025

Worst Fears | Illustration by Eric Deschamps
There have been a ton of different Magic cards created since the gameโs inception in the โ90s. Theyโve also all had the benefit of being printed at different time periods over three decades and some change, meaning weโve started to see power creep take its toll when comparing our newest toys with the cards we mightโve inherited.
Of course, there are certainly plenty of bad cards. And Iโm not just talking about Draft chaff or mediocre uncommons you play in your Sealed deck. Iโm specifically talking about the bad cards in the game. Cards that have no upside, are far too specific to be useful, or just have terrible problems with mana cost.
Ready to see how the worst cards in the game rank, from least-worst to the most worst? Letโs gets started!
What Makes a Magic Card Bad?

Grizzly Bears | Illustration by D. J. Cleland-Hura
Determining whether a card is โbadโ or not can be tricky. Lots of cards are just generally bad for the amount of mana youโre paying, while others are just (seemingly) entirely downside. Itโs important to have some kind of scale or metric to judge cards, so Iโd like to direct your attention to Grizzly Bears, a 2/2 for 2 mana.
Grizzly Bears will act as my baseline for this list. Anything included is obviously going to be worse than the Bears in a general, isolated setting. 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. We want to look at each card individually.
The reason Iโve picked Grizzly Bears is that it falls in the middle ground between some of the first creatures and the most recent ones. It wouldnโt be fair to judge a lot of the cards from Magicโs first few sets to something from the 2020s. A 2-mana 2/2 is still good in Limited, and it wouldnโt be broken in Unlimited either.
In terms of how the rankings are organized, the last place slot is designated as the โbestโ worst card, meaning that itโs the most playable. On the opposite side of the spectrum, the card in the #1 spot is the absolute worst card of them all.
#31. Storm Crow
Oh, Storm Crow. I know a lot of people like this card ironically, but I think itโs a great way to start the list and have another metric to go by. Everything else is worse than this card, and itโs pretty easy to compare cards to a cheap, small flier in most instances.
Is Storm Crow always better than the other cards? Absolutely not. If you need a really, really bad piece of removal or something other than a cheap flier, then a cheap flier isnโt going to be better.
Remember, I'm judging these based on general scenarios and in most situations. There may be times when a 1/1 flier is better than this 1/2 flier, but itโs still objectively worse and less effective overall. Now that Iโve drilled that into your head a few times, letโs continue!
#30. Scornful Egotist
Before we go too deep on how awful Scornful Egotist actually is, it's worth mentioning that its native set of Scourge had a small package of cards that cared about mana values. So the idea was supposed to be that you morphed an Egotist and followed up with Rush of Knowledge or something like that.
Now here's the problem: Take Egotist out of Scourge and let it live a life surrounded by cards from other sets. Do you know what you can get for 8 mana these days? Do you know what you can get for 1 mana? Compare this just to other morphs that flip up for a mana! It just barely made sense in its original set, but looks like a total joke in any other context.
#29. Lotus Guardian
Lotus Guardian costs too much and does too little. Seven mana for a 4/4 flier usually means youโre getting some kind of useful ability or keyword on top of the vanilla creature. In this case, you just get a mana dork ability.
Why would you want to use your 4/4 flier as a mana dork? Youโre 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.
#28. Security Detail
Security Detail just doesnโt seem good in really any scenario. Itโs a 4-mana enchantment that can produce a 1/1 Soldier for on the condition that you donโt have any other creatures. Thatโs a grand total of 6 mana for a 1/1, and you canโt even go infinite since itโs a once-per-turn deal.
This just doesnโt do enough, and the restrictions are weirdly bad.
#27. Dispersing Orb
If youโve ever wanted to pay a total of 9 mana and give up a permanent to bounce something else, then Dispersing Orb is the card for you. I donโt think Iโve ever been in that scenario.
There are just so many bounce and flicker effects that work far better than this card. I like that you can bounce your opponentโs lands, donโt get me wrong, but the overall cost just isnโt worth it.
#26. Mudhole
Mudhole has some really nice art. Itโs a 3-mana instant that forces a player to exile all lands in their graveyard. This effect absolutely isnโt worth 3 mana, especially since graveyard hate is so prevalent, even as an ETB on something else.
This is far too specific to include in something like a Commander deck, and thereโs infinitely better sideboard tech out there for other formats.
#25. Avizoa
Avizoa is a 4-mana 2/2 flier. Not bad, huh? Well, the ability on it sure is. It allows you to give it +2/+2 if you skip your next untap step.
Now, a 2/2 flier for 4 is only mediocre when it comes to vanilla stats, but I wanted to include this card because of how poor the ability itself is. 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.
#24. Withering Hex
Withering Hex is a 1-drop enchantment aura that gains a plague counter whenever a playerโฆ cycles a card. Then the creature itโs attached to gets -1/-1 for each counter.
This is just terribly inefficient removal. Youโre going to be paying around 3 mana and having to cycle two whole cards just to kill most early threats. Now, I see some combo potential with certain cycling cards and creatures that benefit from -1/-1 counters, but this doesn't even use -1/-1 counters.
#23. Takenoโs Cavalry
Takeno's Cavalry is a 4-mana 1/1 with bushido 1 and the ability to tap to deal damage to a spirit creature in combat.
Terrible stats aside, this cardโs two abilities donโt synergize as well as you might hope. The tapping requirement to deal damage to a spirit (not the most common creature type) isnโt really relevant when you have to tap to attack anyway. And whatโs the point of holding up a 2/2 blocker for 4 mana?
#22. Elvish Pathcutter
Elvish Pathcutter is pretty darn bad. It has poor stats for a 4-mana creature, and 3 mana to give an elf forestwalk isnโt going to be worth it in most scenarios. Even if youโre playing elves the strength comes from the many creatures youโre attacking with more often than a single bruiser, so youโre going to need to generate and spend far more mana than itโs worth to get a worse version of unblockable.
#21. Thermal Blast
Thermal Blast does what Lightning Bolt does, but for five times as much mana. Even if you get the threshold youโre still paying a terrible rate for the amount of damage youโre getting.
#20. Dragon Appeasement
Dragon Appeasement is a massive 6-mana Jund () enchantment that starts off by letting you know youโre not getting a draw step anymore. Fantastic!
The way this is supposed to make up for that terrible downside is that you can draw a card whenever you sacrifice a creature. There are dozens of ways to draw cards from sacrificing creatures, and most of them are far, far better than paying 6 mana and skipping your draw step. Dragon Appeasement doesnโt even give you a way to sacrifice anything!
#19. Nine-Ringed Bo
Nine-Ringed Bo is a super sweet 3-mana artifact that can tap to deal a whole 1 damage to a spirit creature. If that creature would die, you can exile it instead!
This card just sucks. It does so little for 3 mana that I canโt find myself ever wanting to play this, even if spirits were the most commonly played creature type in all formats.
#18. Rakalite
Rakalite is a 6-mana artifact with an activated ability that costs 2. It prevents the next single point of damage dealt to target player or creature that turn, but it also then returns to its ownerโs hand at the end step.
That end step bounce is weirdly bad and really takes this card down from mediocre to just bad. It doesnโt matter in the scenarios where youโre going to combo off, but I canโt think of many combos where an expensive artifact that just prevents damage is going to be an efficient, effective part.
#17. Razor Boomerang
Razor Boomerang is a unique and interesting way to design a Magic card, but it also really, really sucks. It comes in at 3 mana and then attaches for 2, only to be bounced to your hand the second you actually use it.
Thatโs 5 mana and tapping a creature just to deal 1 single damage. It canโt even really go infinite.
#16. Blood Funnel
Almost halfway now! Howโs your head? Blood Funnel is next, and itโs basically all downside, but its purpose is to provide a sacrifice outlet.
Obviously it has some combo potential with Guile, but a card that's basically all-downside is what this is really all about.
#15. Merchant Ship
Merchant Ship is a 1-mana 0/2 that gains you life when unblocked in combat. Oh, and it canโt attack if your opponent doesnโt have any islands, and itโs destroyed if you donโt have any islands either.
To top things off it has no incentive to be left unblocked, since it has 0 power! Terrible. Just terrible.
#14. Wood Elemental
Youโve probably heard of Wood Elemental before, and thatโs because it sucks. Itโs a 4-mana elemental that requires you to sacrifice any number of untapped forests to give it an equal number of power and toughness. The tapping of the forests is really hurtful here because you arenโt able to squeeze any extra mana out of the forests you used to cast your creature.
Itโs just bad, plain and simple.
#13. Razor Pendulum
Razor Pendulum doesnโt do nearly enough to make me want to play it at 4 mana. It deals 2 damage to players if they have 5 or less life, which is an interesting idea, but it hits both players and is too expensive.
Itโs a totally cool and unique design, but itโs also pretty bad.
#12. Obelisk of Undoing
Obelisk of Undoing is a pretty well-known card, and thatโs mostly because itโs really common and also really bad. It comes in at only 1 mana, which is honestly a breath of fresh air compared to previous cards.
But paying 6 mana and tapping this to bounce one of your own permanents is just bad, even for Magicโs early days.
#11. Ice Cauldron
Ice Cauldron comes in at 4 mana and has a lot of text on it. In brief, you can pay mana and exile a card from your hand and then cast that card whenever youโd like. Then you can remove that charge counter to get exactly the mana you paid back and use it to cast that card. It allows you to pay for a card in advance, but you wonโt get anything extra out of it. No mana fixing here.
This doesnโt do anything extra, is very easy to predict and keep account of by your opponents, and the scope of its benefits is far too narrow to be useable. Great art by Dan Frazier, though!
#10. Coma Veil
Coma Veil is a 5-mana enchantment that goes onto a creature and stops it from untapping during its controllerโs untap step. This card is especially bad for two reasons. The first is that it doesnโt actually give you a chance to tap down the creature, meaning you have to either wait for its controller to tap it or use it while the target is already tapped.
Second, this card costs 5 mana! These freeze effects that prevent creatures from untapping, which almost always tap them in the process, rarely ever cost more than 4 mana. Pair that with the lack of tapping and you realize just how bad this card is.
#9. Juju Bubble
Juju Bubble is notoriously bad, and itโs also infamously common in older collections. Itโs a 1-mana artifact with a cumulative upkeep thatโs also destroyed whenever you play a card. Pretty great, huh?
Its amazing upside for these costs is that you can pay to gain 1 life as many times as youโd like. Thatโs obviously some great combo potential, but boy is that not enough. This card is just too limiting and expensive to keep up with that youโre never going to play it except for the last card in your combo process.
Itโs expensive, itโs awkward, and itโs bad.
#8. Pale Moon
Pale Moon is a blue instant that costs and forces nonbasic lands to produce colorless mana over anything else until end of turn. But your opponents can just tap their lands in response!
Even split second canโt beat lands in terms of speed, so this really just isnโt that good.
#7. Jandorโs Ring
Jandor's Ring is a 6-mana artifact that allows you to discard your most recently drawn card to draw a new one if you pay 2 mana and tap it. This is really bad, but it also requires you to either hold your most recent card in a second pile or have a judge watch the card you drew.
Itโs too expensive, too awkward, and just doesnโt do much at all anyway.
#6. Aladdinโs Ring
Weโve got another ring, and this one is unsurprisingly worse. Aladdin's Ring costs 8 mana not just to play, but to also activate its ability! Thatโs 16 mana to deal 4 damage to a creature or player.
This makes Lightning Bolt look like the best card in the game.
#5. Break Open
Break Open is a 2-mana instant that turns face-down creatures face up. There are very few cards or mechanics that have face-down creatures in Magic, especially outside of morph. Theyโre very uncommon and, in the case of morph, are usually better face-up!
Just terrible. This feels like it's for a totally different game.
#4. Sorrowโs Path
Sorrow's Path is honestly a really neat and interesting card. It swaps which creatures are blocking when you tap it which then deals 2 damage to you and all your creatures as long as you made a legal exchange.
The idea is that you can force some tricky blocking situations under the threat to your opponents that you might swap them around. But the predictability combined with the 2 damage to your creatures just makes it ineffective and weak overall.
#3. Alabaster Leech
Alabaster Leech is a 1-mana leech creature thatโฆ makes your white spells more expensive. Yep, more expensive, not less. And all white spells you play. Thereโs no reasonable upside here, and Iโd almost never want this card on my side.
Normally this ability would be there to make up for insane stat lines, like a 1-mana 3/3 flier. Not this time, though. This just isnโt good.
#2. Common Cause
Common Cause may not seem very bad, but you realize how bad it truly is once you learn that it either hits all artifact creatures or none of them. If your opponent has even one of a different color, or god forbid you do, itโs just going to fizzle.
#1. Apocalypse Chime
Last and certainly least is Apocalypse Chime. This 2-mana artifact can tap and be sacrificed to destroy all cards originally printed in the Homelands expansion if you pay the 2 mana.
You read that right. This card destroys all the cards from a specific set. Homelands has very few cards that are highly played, especially now in formats like Commander, so good luck putting this card to use!
Wrap Up

Coma Veil | Illustration by Dan Scott
That wraps up my analysis and ranking of some of the worst cards in all of Magic. I hope you enjoyed it as much as I did, and maybe youโve found a few incredible bombs for your equally as incredibly niche EDH deck.
Now, listen. Iโm sure you can find cards that are equally bad as my worst card. Iโm also sure you can find hundreds of other really, really bad cards that are equally worth criticizing. I encourage you to comment what terrible cards youโve seen people playing at your LGS, or come talk about it over in the official Draftsim Discord.
Until next time, stay safe, and stay healthy!
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5 Comments
Surprised that Goblin Game isn’t on there
Good shout, and always a fun card to talk about.
Have you tried “Evolving Winds”? That’s a true gem to behold. Net zero gain and a drag on your deck.
I dunno, I feel like Evolving Wilds puts in good work for people who want to play on a budget.
aviosa combos with teferis protection to deck all of your opponents
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