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This Dialga card needs to tap to use its Extra Turn ability, presumably in an attempt to keep you from taking infinite extra turns with it.Karkenshall 's second ability costs 1 life to activate, which is not only a small price to pay for two 2/2s with vigilance, but the ability gives you 2 life back afterwards.Oh, and the land has the Landfall ability of "you gain two life and your opponent loses two life", which will more than offset this life cost on top of effortlessly draining your opponent's life. It can tap for two mana instead of the usual one, with the only drawback to this ability being that it costs you one life each time, which is a small price to pay for an extra mana. Temple of Shadow and Light is another broken legendary land.
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The "balancing" factor is that the land is legendary, which means that you can't have multiple copies out at once.
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Fake Balance: Some cards are mocked for being blatantly broken and having hilariously negligible drawbacks that were apparently supposed to keep them in check:.For whatever reason, Imminent Death exiles everyone's hand twice.The creature is a Wizard Dragon, so the conditions only matter if the creature somehow loses a creature type or two without also losing its original abilities. Spawn of Darkness has vigilance as long as you control a Wizard, and trample as long as you control a Dragon.both flying and reach, both first strike and double strike, both shroud and hexproof, evasion on a creature that's always unblockable anyway, or just giving the creature the same ability multiple times. A common mistake on the featured cards is redundant abilities, e.g.Nord Warchief has both "can't be blocked" and "cannot be blocked" in its textbox.For instance, a card with one Game-Breaker invoked ability and one kind of pathetic ability may get commentary like "they need to nerf ". Comically Missing the Point: The commentary will sometimes miss the point on purpose.Author Avatar: The blog has poked fun at some bad self-insert cards.