Just so you know, anybody can send suggestions to WotC.
The last suggestions I made to WotC were to stop giving blue token generators, and that one article I wrote about giving red the "lose all abilities" effect. I don't know if they will print one, as "lose all abilities" becomes a bit complex when auras get into the mix, as some auras add abilities while others don't. The cleanest implementation would be to make "flicker" the creature and make it enter the battlefield without abilities.
Please stop talking about whether Force of Will is broken or not. It obviously is, and rather than "the glue that holds vintage together" it would be better to call it "the rug under which you hide the filth until there's so much that you can no longer conceal it".
As an L2 judge, I really like the new sideboarding rules. It really sucks to give out feel bad game losses because a player accidentally ended up with 14 cards remaining in their sideboard, instead of 15.
This does definitely make Vindicate a lot better and Maelstrom Pulse a bit worse. Playing Shardless BUG, it is a bit of a bummer that I won't be able to use Pulse as an out if I get into a Jace war with another player. Will have to rely on swarming with creatures.
It can be a nice way to prevent the 'play until I deck you'-troll-strategy.
As far as I'm concerned, these changes represent another in a long line of dropped balls from WotC since, oh, Avacyn Restored. I can only assume they were enacted to support Theros, but still...unnecessary, unflavorful, just all-around bad.
Well, actually, the sideboard change is cute. And the land change closes some headache-inducing rules issues. But the legendary and planeswalker changes are terrible.
Ok, so they heavily implied it.
Either way, it'll be amusing to watch Vintage tournaments now. Heavy dredge field? Guess my maindeck is 64 cards with 4 leylines that I side out down to 60 for every non-dredge game 2 or 3.
EDIT: I'm gonna disagree with people who are glossing over the land change. Before, if you played an effect that gave you an extra land drop, all it did was "key" that extra land drop to that version of the effect. So this line of play:
t1: Forest.
t2: Forest, Gaea's Touch, Forest.
t3: Forest, Forest, Sacrifice Gaea's Touch, Rofellos Gift, Gaea's Touch, Forest.
made sense, because each new version of Gaea's Touch gave you an extra land drop. That land drop lasted for as long as that version was relevant. Now, that third turn misses out on a Forest drop, and you have to remember how many land drops you used and had overall, instead of just adding one each time you played a Gaea's Touch. It just makes weird decks bad and everything else not much simpler.
Planeswalker mirror matches had a lot more mindgames going on, as there were choices you had to make without access to perfect information. Do I keep my opponent's Lili at 1 loyalty and make it harder to get value out of her? Do I kill my opponents walker with a spell and hope to drop my own now/later? Much more interesting interactions, as now the best play is to always slam down the walker and ride the value train as best you can, while your opponent does the same.
EDH becomes really stupid as well, as now everyone can play their Karn, Lili 1.0, or Jacey Boy and clog up the game/board with tons of activations and looming threats. Not to mention LOLSigarda.
Serra's Sanctum gets a big boost from this change, but two things make it nowhere near the power level of Cradle.
-Enchantress may be moving away from the Words of War kill towards a RiP/Helm combo kill, which is a lot less mana-hungry. Cradle decks always need mana.
-Even if you stick with the Words of War kill, many of the spells you want to cast need green mana, and Sanctum provides you with white mana. It'll help pay for the Words activations, but production of green mana is usually the rate-determining step if Enchantress is "going off". Plus, Enchantress doesn't need to go off like Elves because it can sit behind Confinement. Cradle gives Elves exactly the color of mana they need.
On the plus side, Legendary Duel Lands don't end up being fetchable Wastelands, if they ever decide to go that route.
Granted you can only have the one in play at once on your side, but it beats Bolting yourself I guess. Seeing as how my wallet is an emblem that says "You can't control or own any dual lands in any game of MAGIC. Bad Motherfucker" I will gladly take whatever trickles down the pipe.
Full damage control on Maro's blog
Looks like people are pissed.
It's really frustrating reading that blog, when every time someone points out something negative, his response is always "Actually, it's the exact opposite of that. kthxbai." The dude is the face of magic design, he could at least answer complaints and criticisms more honestly.
My initial reaction was to hate this change. After mulling it over, I still dislike the flavor implications. I think flavor is more important to the health of the game than most give it credit for. Legendary is one of the mechanics that is flavorful enough to make what is a drawback almost seem like a good thing. I've always loved throwing 1-of legendary cards in a deck just because they get to do stuff that non-legendary cards don't and it's fun to draw your 1 legend. While doing so won't be any worse now, the mental justification is much weaker. I'm going to have to pick up second and third copies of a lot of cards :P
As far as game play, I initially freaked out thinking Emrakul and Griselbrand got much harder to answer. Then I realized that cloning one of these guys and getting to swing first can be a good thing. I also love what this does to Flagstones, a card I play way more than I should. If it makes Mox Opal see some play, that's cool too. So overall, I'm ok with it. It also might get them to change the "no more legendary lands" policy, which made KotR sad.
Flavor seems really bad and I was opposed to the rule change out of principle (I hate change). However, after thinking about it, from a gameplay perspective, I think the new legendary and planeswalker uniqueness rules are better than the old one (and definitely better than the pre-Lin Sivvi legendary rule).
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