Brainstorm
Force of Will
Lion's Eye Diamond
Counterbalance
Sensei's Divining Top
Tarmogoyf
Phyrexian Dreadnaught
Goblin Lackey
Standstill
Natural Order
How about unbanning Oath of Druids? That's a green card, right? Fight blue with the power of green!
"Absurd unbannings are ok as long as it damages the blue shell" is an ok argument but "why don't you just play Modern" isn't? This thread makes my head spin some days. Legit question, if you would risk mutilating or damaging the format just so you won't have to live through the horror of your opponent resolving a cantrip, why not just play a format that doesn't have cantrips?
People don't play modern because you can't do broken things. People don't play modern because decks like burn or affinity are overpowered and most games against them are decided only by drawing your crippling sideboard card or not. People don't play modern because they don't want to see their deck destroyed by periodical bans. I don't hate modern, but these are some of the problems of the format.
Unfortunately i'm starting to wonder whether legacy is really a better format and the answer right now is probably not because of wizards not caring at all about it. I still enjoy playing legacy more than anything else but A LOT less than years ago. I'm all in favor of any unbanning that could give a boost to non-blue decks, like survival or goblin recruiter.
Hear hear! If I recall correctly some people, including me, have been advocating this for a long time. Unban, evaluate and then ban again if neccesary.
Not to be an ass, but this thread is really going in circles, so on topic: what can we expect to be unbanned at the next announcement, if anything at all? (talking about circles )
No one will ban Dig as long as it is legal in T2. You see if it is not to strong for their prime format it can´t be to strong for
the format were a high powerlevel is the selling point of the same format.
What some people still don´t understand is that it is intended that Legacy is a blue format because that is the format to go
when wanting to play on a very high powerlevel without the need to buy cards like Workshop or Power 9.
Dig is not broken it is just another powerfull blue card. If something should get banned it is TNN or Delver which are totaly
out of place as blue is not a agressive color by nature or intention.
...and people were stating that this is not motherfucking Yu-Gi-Oh where you ban, semi-restict, restrict and unban cards in Rotation based on idiocy and for selling packs with overpowered cards you ban later for obvious reasons. Seriously, unbanning cards to break the metagame in half and pissing of players just to reverse decisions 3 months later would WotC look like idiots and cause shitstorms. There is no compelling reason for dangerous unbannings for the unbannings sake
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Thank God that this is not YugiOh the game which advocates the when enough people play something wrong it becomes right rule.
What has Dig being legal in T2 to do with the power level of older formats? Other formats have a way lower curve and better enablers for Delve. Wizards explicitely stated that they were okay with shitting out OP cards as long as they don't break Standard. Point in case: TC and DTT.
Besides, by that logic, we would still be flinging around TC, which is still legal in Standard, while banned/restricted everywhere else. At least they had the decency to immediately ban Dig in Modern, too.
As if people aren't pissed already... There is no way WotC can do good anyhow, or any suggestion from the players for that matter. Ban, unban or what not: you will always have people complain/ be pissed.
I for one have just decided to collect blue staples, and (in the meantime) enjoy my game of MtG when possible. Problem solved.
Both of those are actually improvements to the flow of the game though.
Declaring then taping works better for people's reasoning and mental process.
As well first player mulling first gave the second player more information about his hand, as there are hands you can not keep if your opponent has a decent hand, but if they mull to 4 are worth risking.
Now removing Mana burn because of bad players would probably be a example of worsening the game because of bad player abilities.
I can not comment on mana burn, I can comment about a near full on riot when Dave Mills was DQed that forced a change in the rules. While the effect may indeed be beneficial, this is a case where a rule was changed due to the players. If you game fails to adapt then it will become stunted. I see no insult in a game changing its rules to suit it's base and that was the point I was making. This game as done it, others have done it. So what?
Also, announcing before paying costs vs. paying costs before announcing is pretty irrelevant in any case. Unless someone is trying to race through game actions, the opponent doesn't receive priority until both actions are completed so the information is never uncertain. Whining about 'dumbing down' is just inane.
EDIT: Dice_Box posted while I was writing. That's an even more narrow case and just improves the flow of the game. Even if that rule hadn't changed, the acceptance of out-of-order sequencing, especially when the game state is unaffected when priority is passed, really improves player experience.
Removing mana burn made cards like Ancient Tomb, City of Traitors, Mishra's Workshop, Mana Drain, etc. less challenging to play as they made you also consider life lost of you had excess mana. They also often required (or at least suggested) certain deckbuilding concessions to give yourself mana sinks if you were likely to end up with excess mana floating around on a regular basis. I'm still not sure how I feel about the elimination of mana burn.
If your building your deck to play those cards or to generate lots of mana, it's reasonable to assume you have something to funnel it into (be it a large green Suns zenith or a lodestone golem), it does make you consider loss of life but looking at how decks are built, it's a non-issue.
"Necropotence is a fair and balanced Magic card. I mean, you lose life for cards..."
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