Leyline of Fairness 2WW
Enchantment R
If Leyline of Fairness is in your opening hand, you may begin the game with it on the battlefield.
Players can't lose the game during their first, second, third or fourth turns of the game.
Does that work? Kinda useless in Modern/Standard where combos are designed to be 4th turn kills at the earliest - but in legacy and vintage this can buy you a few turns. Another option for decks against combo's without having to run FOW.
This shouldn't be a Leyline, because it's useless if you play it on turn four, regardless of what formats it's useful in. Also, wording doesn't do much, as the combos can go off at sorcery speed anyway. Try this:
Just JudgeW
Creature - Human Cleric
Players can't win or lose the game during any player's first, second, third, or fourth turns of the game.
1/2
Sure, the combo deck can combo out earlier than that if they remove it, but same is true for the Leyline.
lol @ combo decks not finding a way to crush a "Leyline of Fairness". That's the point of combo decks: they're unfair. You want fairness against a combo deck? Play Force of Will. Then the combo player will cry that there's no "Leyline of No Counterspells"
There's nothing really here a combo deck won't beat. They're also hosed by chalice of the void and sphere effects, which costs less (and hoses removal), and leyline of singularity, which costs the same but lasts well over turn 4. All combo decks of any note carry turn 1 removal.
If anything, this benefits combo decks. They can afford to setup a combo (or pay ridiculous amounts of life) for 4 turns without worrying if they will be aggro'd out.
Legacy and Vintage, by names themself, means access to most powerfull and kinda unfair cards of all MTG history. Other formats with banlists / sets limitations is definitely a better way to have more fairness.
Well, when I say "fix", I mean make them last more than one or two turns before the game is over like the leyline seeks to do. Short games like in legacy and vintage aren't necessarily bad, but one card isn't going to suddenly make them stable and slow-paced enough for later turns to matter. Only banning a huge set of cards would do that which, like you say, would be contrary to the format.
I never intended this to beat combo decks. I play legacy. Most combo decks can win through one or two cards that are designed to stop them. I intended this to just be another option against combo decks for non-blue decks. Those decks would still have to run other cards and have a clock to beat combo.
I do get the concern regarding the leyline doing nothing if you yourself cast it turn 4+ and it leading to more tie games. Don't really know how to address that atm.
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Enchantment R
If Leyline of Fairness is in your opening hand, you may begin the game with it on the battlefield.
Players can't lose the game during their first, second, third or fourth turns of the game.
Does that work? Kinda useless in Modern/Standard where combos are designed to be 4th turn kills at the earliest - but in legacy and vintage this can buy you a few turns. Another option for decks against combo's without having to run FOW.
Just Judge W
Creature - Human Cleric
Players can't win or lose the game during any player's first, second, third, or fourth turns of the game.
1/2
Sure, the combo deck can combo out earlier than that if they remove it, but same is true for the Leyline.
I̟̥͍̠ͅn̩͉̣͍̬͚ͅ ̬̬͖t̯̹̞̺͖͓̯̤h̘͍̬e͙̯͈̖̼̮ ̭̬f̺̲̲̪i͙͉̟̩̰r̪̝͚͈̝̥͍̝̲s̼̻͇̘̳͔ͅt̲̺̳̗̜̪̙ ̳̺̥̻͚̗ͅm̜̜̟̰͈͓͎͇o̝̖̮̝͇m̯̻̞̼̫̗͓̤e̩̯̬̮̩n͎̱̪̲̹͖t͇̖s̰̮ͅ,̤̲͙̻̭̻̯̹̰ ̖t̫̙̺̯͖͚̯ͅh͙̯̦̳̗̰̟e͖̪͉̼̯ ̪͕g̞̣͔a̗̦t̬̬͓͙̫̖̭̻e̩̻̯ ̜̖̦̖̤̭͙̬t̞̹̥̪͎͉ͅo͕͚͍͇̲͇͓̺ ̭̬͙͈̣̻t͈͍͙͓̫̖͙̩h̪̬̖̙e̗͈ ̗̬̟̞̺̤͉̯ͅa̦̯͚̙̜̮f͉͙̲̣̞̼t̪̤̞̣͚e̲͉̳̥r͇̪̙͚͓l̥̞̞͎̹̯̹ͅi͓̬f̮̥̬̞͈ͅe͎ ̟̩̤̳̠̯̩̯o̮̘̲p̟͚̣̞͉͓e͍̩̣n͔̼͕͚̜e̬̱d̼̘͎̖̹͍̮̠,͖̺̭̱̮ ̣̲͖̬̪̭̥a̪͚n̟̲̝̤̤̞̗d̘̱̗͇̮͕̳͕͔ ͖̞͉͎t̹̙͎h̰̱͉̗e̪̞̱̝̹̩ͅ ̠̱̩̭̦p̯̙e͓o̳͚̰̯̺̱̰͔̘p̬͎̱̣̼̩͇l̗̟̖͚̠e̱͉͔̱̦̬̟̙ ̖͚̪͔̼̦w̺̖̤̱e͖̗̻̦͓̖̘̜r̭̥e͔̹̫̱͕̦̰͕ ̗͔̠p̠̗͍͍̱̳̠r̰͔͎̰o͉̥͓̰͚̥s̟͚̹̱͔̣t͉̙̳̖͖̪̮r̥̘̥͙̹a͉̟̫̟̳̠̟̭t͈̜̰͈͎e̞̣̭̲̬ ͚̗̯̟͙i͍͖̰̘̦͖͉ṇ̮̻̯̦̲̩͍ ̦̮͚̫̤t͉͖̫͕ͅͅh͙̮̻̘̣̮̼e͕̺ ͙l͕̠͎̰̥i̲͓͉̲g̫̳̟͈͇̖h̠̦̖t͓̯͎̗ ̳̪̘̟̙̩̦o̫̲f̙͔̰̙̠ ̹̪̗͇̯t͖̼̼͉͖̬h̹͇̩e͚̖̺̤͉̹͕̪ ͚͓̭̝̺G͎̗̯̩o̫̯̮̟̮̳̘d̜̲͙̠-̩̳̯̲̗̜P̹̘̥͉̝h͍͈̗̖̝ͅa͍̗̮̼̗r̜̖͇̙̺a̭̺͔̞̳͈o̪̣͓̯̬͙̯̰̗h̖̦͈̥̯͔.͇̣̙̝
If anything, this benefits combo decks. They can afford to setup a combo (or pay ridiculous amounts of life) for 4 turns without worrying if they will be aggro'd out.
"Sometimes, the situation is outracing a threat, sometimes it's ignoring it, and sometimes it involves sideboarding in 4x Hope//Pray." --Doug Linn
You can't fix legacy and vintage without a huge banlist and drastic changes to the fundamental rules of the game.
This would also result in a lot of draw games where both players are at negative life when it becomes possible to lose again.
- Rabid Wombat
Well, when I say "fix", I mean make them last more than one or two turns before the game is over like the leyline seeks to do. Short games like in legacy and vintage aren't necessarily bad, but one card isn't going to suddenly make them stable and slow-paced enough for later turns to matter. Only banning a huge set of cards would do that which, like you say, would be contrary to the format.
- Rabid Wombat
I do get the concern regarding the leyline doing nothing if you yourself cast it turn 4+ and it leading to more tie games. Don't really know how to address that atm.