This card is a good example of an inappropriate imbalance in the game design. The

common argument for allowing this sort of thing is that anyone can prepare for it by

including removal spells. What I don't like about these sorts of extreme cards, is that

they demand too much attention in a well-calculated deck design. It is possible to

prepare for an over-powered creature such as this? Of course, but it forces many

players into relying heavily on control. The opposite of a deck that uses Terror of the

Peaks might be a deck including all or mostly non-creature spells. Players use such

designs to leave no chance that powerful creatures or setups can dominate them in

play. So, extreme creatures dictate extreme contradictions, ruining the basic gameplay

dynamic that we find in the current game. Bad, boring strategies can easily ruin a more

legitimate player's day by incessantly barring his path to success. Really, it isn't fun for

anyone, when an extreme control player must sit there, countering or killing everything

you do, and eventually pull the win on a technicality, or some other rigged outcome.

Think, how many hours they must spend, wasting their time with petty tricks, and

learning nothing of real strategy. In any case, their insane devotion to the prize money

warrants a certain sort of admiration - It takes a real "iron man" to always ignore the

mind's constant pleas for freedom from a tedious task. All that said, Terror of the

Peaks could work with a rule - One per deck. The imbalance would be corrected by

chance, if a rule were implemented to only allow one mythic rare of the same name per

deck.
Do I hear them weeping? I'm just looking for ways to make the game more

interesting, because I won't stay interested for very long in something that

fundamentally ignores the integrity of its own premise - This is supposed to be a

strategy game, and you shouldn't be able to win by paying them for rigged deck.
Core Set 2021