For some reason, I hear Philip Fry asking about
"Has anyone found a hole in nothing with
monsters in it?", but there aren't actually any
monsters in this particular one. Disappointing.
I'm known in my group for not being a fan of
permission decks or crazy combo decks, but this
is the kind of combo (or "combo") card I can get
behind. It's wacky, it ends the game quickly
without having to wait around while somebody
counts and miscounts their storm status, and
there's actually something you can do about it
unlike that time when people thought it was a
good idea to port the Flash-Protean Hulk deck to
60-card singleton. For multiplayer, it can get a
little rough because people get the idea after
you Door one opponent and all come after you,
but there might be a way to make it work; maybe
it's more effective to not actually activate it
but rather use it as a diplomatic tool, along
the lines of "Who should I target? Will it be
Today's card of the day is Door to Nothingness
which is a five mana artifact that comes into
play tapped and when tapped and sacrificed with
a cost of two of each mana it has target
opponent lose the game. This is an
expensive and difficult to utilize card that can
potentially work in a five color deck, though a
mana conversion theme would be more reliable.
Overall this is too impractical at a ten mana
activation cost for serious play and shouldn't
be a major threat in current formats.
For Limited this is a very design or luck
intensive rare that can safely be passed on in
Booster and sidedecked in Sealed barring a
serious attempt at a five color build.
Getting two of each color is problematic and
restrictive on your build in addition to making
drawing the right lands for other cards in hand
unlikely at best. A focus on other
artifacts, acceleration, or mana fixing is
almost a requirement to survive long enough for
Door to be used. Other cards are more
reliable, though this does have an advantage in
being an excellent stalemate breaker.
In Multiplayer this is actually kind of viable
to get through combo decks that build up huge
armies, single creatures, life points, or other
defenses that might otherwise be difficult to
manage. Add in some kind of mechanic for
returning it from the graveyard and it can be
used repeatedly to win the game. It still
won't be the easiest card to use, but in the
format it definitely has potential.
Welcome to the Pojo.com card of the day
section. We begin our week looking at Door to
Nothingness from M13. Door to Nothingness is a
rare artifact that costs five mana. Door to
Nothingness enters the battlefield tapped. Door
to Nothingness' ability is pay double WUBRG,
tap, sacrifice Door to NOthingness: Target
player loses the game.
While many people don't use the Door to
Nothingness, I really wish it would see more
play. I understand the reasoning why people are
hesitant to run it, it costs ten mana to use!
But with cards such as Gilded Lotus, coming up
with the mana may not be so hard. And there is
something on the horizon which will make a
simple Door to Nothingness much more reasonable
to play. I will be quite curious to see how this
upcoming card affects the Door to Nothingness.
But for now, running it still isn't out of the
question. A tri-colored deck and two Gilded
Lotus', game over. A mana ramping WUBRG deck
could pull it off. There are a surprising number
of ways to utilize it. I have seen people use
Tezzeret the Seeker and the Gilded Lotus to get
enough mana to use the ability.
I just wish more people worked at using
some good cards, versus just looking at
something challenging and scrapping it.