The 10 Fastest Bans in Magic: The Gathering History

The 10 Fastest Bans in Magic: The Gathering History


The 30-year history of Magic: The Gathering has allowed Wizards of the Coast plenty of time to uncover what makes a card too powerful for certain formats. Despite that, some effects have slipped through the cracks over the years, breaking formats the moment players get their hands on them. Some became notorious over time, while others barely survived their first few weeks before Wizards brought out the ban hammer.

The fastest-banned cards in Magic history aren’t necessarily the most broken cards the game has ever produced, and not every card created an unstoppable tournament deck. Instead, they’re often the cards that gave Wizards the least amount of time to react. In some cases, players needed only a handful of days to uncover a problem that had slipped through testing, while in others, the problem was so obvious that Wizards didn’t even wait for players to get their hands on them.

From infamous mistakes during the game’s earliest years to modern cards designed with one idea in mind before players immediately found another, these are the cards that went from new releases to banned cards faster than almost anything else in Magic history.

10

Tolarian Academy (50 days)

vma-319-tolarian-academy

Tolarian Academy is the card that helped turn 1998 into Magic’s infamous “Combo Winter.” Released in Urza’s Saga, the blue-colored land looked innocuous enough at first, simply generating one blue mana for each artifact its controller had in play. The problem was that Magic had already accumulated an absurd number of cheap artifacts and mana accelerants. Suddenly, the Academy wasn’t producing one or two mana, but boatloads for almost nothing.

The resulting Academy decks could win as early as the second or third turn, using Mind Over Matter to repeatedly untap the land and Stroke of Genius to draw through the deck and eventually deck the opponent. Wizards ultimately banned Tolarian Academy and Windfall just 50 days after Urza’s Saga was released. It became one of the clearest lessons in early Magic history in just how dangerous a card can become when it interacts with an entire ecosystem of cheap mana and card draw.

9

Oko, Thief of Crowns (45 days)

eld-197-oko-thief-of-crowns Image: Wizards of the Coast

It’s difficult to make a list of Magic‘s fastest bans without Oko, even if it wasn’t technically among the absolute fastest. The card was supposed to be a flexible planeswalker and one of Throne of Eldraine‘s marquee mythics, but it quickly became one of the most oppressive cards Standard had ever seen.

Oko didn’t need a complicated combo; it simply did everything on its own. The card not only generated Food, turned creatures and artifacts into harmless 3/3 Elks and gained loyalty quickly, but also attacked opposing strategies all while building an overwhelming board state of its own. By Mythic Championship Richmond, nearly 70% of decks contained Oko, and Food decks were still winning about 53% of their non-mirror matches despite the entire format preparing specifically to beat them. Wizards inevitably banned the aptly-named Thief of Crowns in Standard on November 18, 2019.

Oko is a useful reminder that a card doesn’t have to produce a turn-two kill to deserve an extraordinarily fast ban. Sometimes a card can make the entire format revolve around itself.

8

Underworld Breach (45 days)

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Underworld Breach is the classic example of a card whose danger becomes much clearer once players start breaking it. The 2-mana red enchantment gave every card in the graveyard an additional lease on life through the escape mechanic, turning the graveyard into something resembling a second hand. That was already powerful enough, but the real problem was what happened when Underworld Breach was combined with cheap spells, mana generation, and cards that could mill or draw through the deck, like Brain Freeze, Grinding Station, Mox Amber, and Grapeshot.

The result was a combo deck capable of generating enormous amounts of mana and repeatedly replaying the same cards until it could assemble a brutal kill of epic proportions. Wizards banned Underworld Breach in Legacy on March 9, 2020, only weeks after Theros Beyond Death was released. It’s a great example of Magic’s recurring problem with the graveyard: once the game lets players reuse cards for dramatically less than their original cost, seemingly reasonable effects can become engines with devastating consequences if left unchecked.




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