Imminent Doom-the most frustrating card in Standard

Behold...the card that promises so much, but only delivers despair.  I present my argument for the most unplayable card in Standard...Imminent Doom.

The reason this card frustrates me is 3 fold.

1. It promises so much, but delivers so little.  If you get this out  on turn 3, you can now begin your slow climb through your 1,2, and 3 drop spells to deliver a total of 6 damage.  If you don't miss any land drops, that means you will be able to cast both a 1 and 2 drop on turn 4; a 3 drop on turn 5; and a 4 drop on turn 6.  This will deliver a total of 10 damage to your opponent from Imminent Doom.  This assumes, of course, that you have drawn the correct cards...in the perfect order.

2. It stalls your strategy until turn 3 or later.  If you don't wait to reap the benefits of Imminent Doom, you risk the chance of casting your 1 and 2 drops before it's on the field.  So you wait...and wait...while your opponent builds up and you just sit there...waiting.

3. It mostly just sits there and mocks you while you dig for a 1 or 2 drop spell.  You will get impatient and start casting spells or you might just do it to avoid dying.  Either way, once Imminent Doom makes it's way to the battlefield, you will not be able to cause any damage unless you draw into 1,2,3 etc...drops.  

If you can't tell...I have just tried to build a deck around this card.  If you have something that makes this card useful, I'd love to see it.  Otherwise, I plan on repressing any memories I have of this card.  I'm going to push the feelings down deep into my subconscious where only memories of my summer camp counselor's indiscretions dwell.  

And here's a warning to the wise...if you don't like to eat failure....stay away from this card.

Your Friend,
MTG Strategist


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