The most exciting part of opening a Magic: The Gathering booster pack is finding out the rare or mythic rare card inside it. While their market values may vary, rares or mythic rares usually have a higher power level than your average common or uncommon. Every Magic player knows that certain rares are more playable in popular formats than others, but some rares just want to make you scratch your head and ask why Wizards of the Coast ever made that card. There must be some hidden synergy or strategy that could make it viable, you'd think, or did the designers underestimate the intelligence of an average MTG consumer and intentionally made them terrible to test their card evaluation skills?
Here are 34 of the worst Magic cards ever printed, and I've included their current market value (at the time of this writing) as well as the original sets they were printed in. Most of these cards are useless or extremely situational to make them work while others are too weak to be considered worthy of being a rare.
Market Price: $3.65
Set originally printed: The Dark
Originally printed in 1994's The Dark, Sorrow's Path is considered to be one of the worst rare cards ever printed in Magic's history for multiple reasons: To make useful: Your opponent will have to block with two of their creatures. Note that they are still deciding the initial blockers while being aware that you have Sorrow's Path on the field, so they can just choose the opposite of what Sorrow's Path can make them do, right? On top of that, when you tap it, it deals 2 damage to you and each creature you control so those creatures you attack will get 2 additional damage, so they will most likely die in combat!
Oh, did I mention that it's a land that doesn't add mana?
So pretty much this card is useless if your opponent doesn't have two blocking creatures.
The only thing I can see valuable in this card is its old-school art illustrated by Randy Asplund-Faith.
Market Price: $0.56
Set originally printed: Ice Age
For triple blue mana, you get an enchantment that can change the color of mana plains, swamps, mountains, and forests produce. There might be a scenario that can make this ability useful but with a cumulative upkeep of one colorless mana and two blue mana, is it really worth it?
Just in case you don't know, cumulative upkeep is a keyword ability on permanents that requires the permanent's controller to pay an increasing cost each turn, or else sacrifice the permanent, so this card will need to spend mana every turn just to keep Reality Twist in play, but what for? Its flavor text says "Nothing is what it seems" but I think it just seems nothing.
Market Price: $0.14
Set originally printed: Ice Age
Many blue creatures allow you, the owner or controller, to draw a card when they attack or deal combat damage, but Sibilant Spirit does the opposite: It lets your opponent draw when it attacks!
Letting your opponent draw can be a drawback in some powerful cards or cards with low mana costs for their great value, but all you get here is a 5/6 creature with Flying for 6 mana. We've seen better commons and uncommons than this crap.
Market Price: $0.24
Set originally printed: Prophecy
Back way before the vehicle card subtype were designed, Wizards of the Coast printed artifact creature cards that are essentially vehicles but don't need require crewing, but Keldon Battlewagon lets you tap a creature similar to the crew mechanic - first introduced in the Kaladesh set - to give it power. So this five-to-cast 0/3 artifact creature that can't block and must be sacrificed at end of combat if you attack still requires another creature to get power? Why not just attack with the creature you used to "crew" it? But wait, this one has Trample! Maybe this card will go up a few cents if there's a combo that lets you deal damage quadruple to the creature's power you sacrifice, but seriously, why did they ever print this card?
Market Price: $0.54
Set originally printed: Planeshift
Any land card that lets you tap a mana for any color is usually efficient but Forsaken City is a bad deal: You have to exile a card from your hand during your upkeep to untap it. I wouldn't even put it in a five-color Commander deck when there are clearly better alternatives to getting any color of mana.