As discussions about the banned list tend to be unproductive because there's always supporters for both sides of the discussion about banning cards or not (take a look at Hulk Flash and what people thought about it), I've chosen to take a more productive approach: Let R&D decide which cards should be banned! Good idea, isn't it?
What we can do, is listing the blazingly fast decks that have the game won by turn 1-3 on average, as previous data seem to show these are the decks that worry R&D the most. Moreover, we can include the cards that we think are the most strong in that deck. Having the game won is not the same as winning on that turn! I make the difference to allow inclusion of control and lock decks.
You don't have to agree the deck is broken, just listing the broken plays the deck can pull of very soon.
EDIT: If the average kill of a deck is between 2 turns between 0 and 3, I'll include it in both places.
Decks that can have the game won by Turn 1:
- Green Academy: Gaea's Cradle. Glimpse of Nature. Crop Rotation.
- Belcher: Empty the Warrens, Goblin Charbelcher, Lion's Eye Diamond.
- The Epic Storm (TES): Empty the Warrens, Burning Wish, Lion's Eye Diamond. Tendrils of Agony.
- Almost mana-less Ichorid: Lion's Eye Diamond. Bridge from Below. Dread Return.
- Spanish Inquisition: Ill Goten's Gains. Lion's Eye Diamond. Empty the Warrens. Tendrils of Agony.
- Iggy Pop: Ill Goten's Gains. Lion's Eye Diamond. Infernal Tutor. Tendrils of Agony.
- Stax: Crucible of Worlds. Smokestack. Trinisphere. Ancient Tomb.
Decks that can have the game won by Turn 2:
- Almost mana-less Ichorid: Lion's Eye Diamond. Bridge from Below. Dread Return.
- Scepter Chant: Orim's Chant, Isochron Scepter (link to suboptimal build)
- Cephalid Breakfast: Cephalid Illusionist. Dread Return.
- Hulk Reanimator: Protean Hulk. Reanimate. (link to suboptimal build)
- Salvagers Game (Golden Grahams): Lion's Eye Diamond. Gamekeeper.
- Iggy Pop: Ill Goten's Gains. Lion's Eye Diamond. Infernal Tutor. Tendrils of Agony.
- The Cure: Kavu Predator. Berserk.
Decks that can have the game won by Turn 3:
- Solidarity: Reset. Brain Freeze. Brainstorm.
- Spring Tide: High Tide. Brain Freeze. Cunning Wish.
- Vial Goblins: Aether Vial. Goblin Lackey. Goblin Ringleader?
- Dragon/Demon/Faerie Stompy: Ancient Tomb. Chrome Mox. Umezawa's Jitte.
EDIT: Link to Iranon's study of the relative speed of the 4 storm combo decks in legacy.
Last edited by DrJones; 08-12-2007 at 10:57 AM. Reason: Adding Green Academy
Ichorid has a rather good turn 1 goldfish percentage. Scepter Chant can never really lock before turn 2 and even then, the lock is easily breakable with Wastelands, Rishadan Ports, Krosan Grips, vialed in arti-hate, Siege-Gang Commanders flinging through, instant bounce, Disenchants (as long as they're coupled with some turn 1 discard to clear the way from counters) and what-have-you.
I know Scepter Chant's combo is disruptable. I'm not taking into account the power of the deck, just the speed at which the scenario happens. I'm going to Move Scepter down to Turn 2, and put Ichorid also on Turn 1, then. This list also allows for clunky decks like those around Fluctuator and such, as the point is not about arguing about the fairness/consistency of the decks, but to have listed in the same place all the legacy decks that can win very fast so that R&D can easily take them into account.
I'm open to more suggestions about what info could also be added (links to decklists, and such).
You probably ought to include SI under the turn one combo decks. It goldfishes turn one an absolutely rediculous percentage of the time and while I personally am not completely sure how great it is compared to the other fast storm combo decks it's raw power cannot be denyed.
How can you not list Lion's eye Diamond in both Belcher and TES?
Although I would really hate to see it go, LED is the bomb which fuels alsmost every fast combodeck. If any card needs to get the axe because combo is too good in the format, LED will be the one to go.
4th: 293/363
5th: 82/434
Vi: 159/167
Wl: 100/167
Te: 318/335
St: 132/143
Ex: 136/143
US: 235/335
3/8 Sealed boosters
1/8 Sealed boosterboxes
Only 632 cards left for a full Korean set, over 69% done (last update 05/27)
Always looking for sealed product!
@Atwa:
I've just started with the list, so glaring ommisions are to be expected. I've not included LED on Belcher and TES because I thought I read somewhere that they took it out of the list. I'm going to add it up now.
The cards that are critical to SI are Dark Ritual, Lotus Petal, Chrome Mox, and Culling the Weak, and the draw4s. Everything else, including Tendrils is replaceable according to meta considerations.
SI's kills are (in order of prevalence):
Tendrils of Agony
Empty the Warrens
Goblin Charbelcher
Brain Freeze
The ritual effects you want to see the most are (in order):
Lotus Petal #1
Dark Ritual
Culling the Weak #1
Land #1
Lotus Petals #2/3/4
Chrome Mox
Land #2 (this might be below cabal rit)
Cabal Ritual (this might be above Land #2)
Culling the Weak #2/3/4
Simian Spirit Guide
Lion's Eye Diamond
Any additional land
If I were to list the problem cards in SI they would be:
Dark Ritual
Lotus Petal
Chrome Mox
Coincidentally, these are the same cards that let TES and Belcher pull off ridiculous turn 1 plays.
/your friendly neighborhood SI master
P.S. You seem to have forgotten Iggy Pop. That deck can win as early as turn 1 as much as Ichorid, and its domain lies around turns 2-3.
BZK! - Storm Boards
Been there, tried that, still casting Doomsday.
Drawing my deck for 0 mana since 2013.
Tendrils is pretty big in TES, I win every game 2/3 with it.
You forgot about IGGY Pop which CAN win on turn 1, and Spring Tide which can win on turn 3.
Also, Scepter Chant isnt a win by any stretch of the imagination, thats like saying Confinement/Squee is a win, people can have MD answers and will definitely have answers SB. And also what is "Hulk Reanimator"? I've never seen it or even heard of it before.
@Bovinious:
The "win" requirements are loosened so that they allow inclusion of locks that happen very fast.
Hulk Reanimator are decks that play Protean hulk from the graveyard (you discard it to Cabal Therapy, reanimate it, sacrifice it to Cabal Therapy). I don't know how reliable it is. But it is reported to kill turns 1-2.
@emidln:
I'm not really sure these are the cards that worry the most the people playing against SI. I'll wait a bit to see what other people say before updating the list.
About Spring Tide. I only know that it's a sorcery speed High Tide deck. Can someone post a link to the list, or tell me which cards are the strongest in the deck?
Spring Tide plays High Tide, Turnabout, Candelbra of Tawnos, Meditate, Ideas Unbound, Cunning Wish, I'm sure theres a thread about it somewhere.
Spring Tide is around 70% 3rd turn kill.
A very solid Tier2 Deck i think.
It's untap-engine is usually Snap + Cloud of Faeries and not Candelabra of Tawnos
You ommitted Vial Goblins from the turn 3 wins list.
4th: 293/363
5th: 82/434
Vi: 159/167
Wl: 100/167
Te: 318/335
St: 132/143
Ex: 136/143
US: 235/335
3/8 Sealed boosters
1/8 Sealed boosterboxes
Only 632 cards left for a full Korean set, over 69% done (last update 05/27)
Always looking for sealed product!
What is FS? I feel lost on acronyms.
About Dragon Stompy, if it has a realistic/relevant chance of winning turn 2 (most likely 3), then I can place it on the list. About how realistic they must be, I'm not sure. Let's say for now that commons and uncommons are okay, and rares less okay.
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