this should not be a surprise, wizards has stated multiple times that these cheap cantrips make the games feel to similar and add too much consistency.
Why would you want to make your deck more consistent when you could just hope to get lucky on the top of your deck? Obviously ponder and preordain like cards are huge skill testers but wizards want standard to move away from decision making because it can get get pretty boring when you have any actual control on the outcome of a game of magic.
There's nothing bad about it. Also, there's nothing unexpected about it, considering that WotC now lists cheap blue cantrip as "proceed with extreme caution"
i think it's a good direction wizard go.
since the only way to win vs control we have to play really fast aggro and we still have to be either really lucky or they really unlucky.
since draw go play style is too good and not inter actives for the opponent.
when we cast something blue can't handle, they can just counter it
then when we do nothing, blue player can just draw at the end step and got more counter or answer
then after they have many lands they can play what ever they like, since we already can't do anything against it, since they can counter, counter, and counter
so when we play against blue player, all i can do just keep playing threat and hoping blue player don't have the counter. the only strategy i have is usually only to bait the counter using a lesser threat before playing my real threat. even that if he is good, he still can sense it, and keep the counter for the real threat. it's just so unintuitive for the rest of us the not blue player
Wizards print good rares, players complain about cash grab. They print underwhelming rares, players complain that the cards suck. They spoil the best cards first, players complain about the insane prices of preorders. They spoil the meh cards first, players complain that this is the worst set ever.
So. I think I understand now.
As far as these forums are concerned, WotC can never do anything good because:
Card that is new and probably good = "pushed"
Card that is new and probably bad = "EDH/casual fodder"
Card that is a reprint = "lazy"
Card that is a better version of an older card = "power creep"
Card that is a weaker version of an older card = "worthless"
this should not be a surprise, wizards has stated multiple times that these cheap cantrips make the games feel to similar and add too much consistency.
Why would you want to make your deck more consistent when you could just hope to get lucky on the top of your deck? Obviously ponder and preordain like cards are huge skill testers but wizards want standard to move away from decision making because it can get get pretty boring when you have any actual control on the outcome of a game of magic.
You're just being willfully ignorant if you're going to claim you have little/no control over the outcome of a game of Magic if you can't control any of your draw steps.
If you want more consistency in your deck, make your deck more consistent when building it. That's one of the most basic elements of the game, trading off consistency versus flexibility.
I'm currently predicting a stupid new 1-mana blue cantrip with Scry in either Born of the Gods or Journey into Nyx, rather like Thought Scour popping up in Dark Ascension.
Lets also not forget about the one of the best blue draw spell in recent date Sphinx's Revelation, that just appeared recently. You may see their point in hesitating on more efficient blue draw spells.
[card=Dismal Failure]"Two magi could trade spells all day and never crown a victor.
The real battle is not one of power but of will.
If your confidence breaks, so too shall you." —Venser[/card]
You're just being willfully ignorant if you're going to claim you have little/no control over the outcome of a game of Magic if you can't control any of your draw steps.
If you want more consistency in your deck, make your deck more consistent when building it. That's one of the most basic elements of the game, trading off consistency versus flexibility.
Obviously I am exaggerating a little, all I am trying to say is that cheap cantrips may lead to games feeling "too similar" but that is not actually a problem. When you have cheap draw spells you flood/get screwed less and have a larger chance of getting to play a game of magic. In modern not having these kind of cards make sense if they are going to keep the combo decks around because it makes them way too good. Standard has not had a good combo deck since twin and I do not see that changing in the near future. So, if consistency does not lead to degeneracy then why is it a problem?
When you have cheap draw spells you flood/get screwed less and have a larger chance of getting to play a game of magic.
Only if you're the better player, with the better-constructed deck. The more consistency in draws, the more the outcome of a game is predetermined, or at least heavily imbalanced, before it's even begun. Of course this is good to an extent, the better player should obviously win more often, but with less and less variance a player has less and less chance of ever winning when playing someone above their skill level. When you're talking about events like FNM, it's in Wizards' best interest to make sure less skilled players still have some chance of doing decently well at these kinds of tournaments to keep them interested in the game. Skill and experience are still an enormous advantage, but not an insurmountable one, and that's healthier for a game that wants to attract and maintain new players.
Man, I thought the title of this tread was saying "No, you cantrip," as some other unnamed character giggles and volleys back, "No, you", ad infinitum or until all giggles have been exhausted.
((There is no blue(color) cantrip (In Theros)) ...Ah.)
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My favorite flavor text: Time of Heroes
Feel free to tell me yours!
Man, I thought the title of this tread was saying "No, you cantrip," as some other unnamed character giggles and volleys back, "No, you", ad infinitum or until all giggles have been exhausted.
((There is no blue(color) cantrip (In Theros)) ...Ah.)
Hahaha. Yes, if you read it like that it would be rather confusing.
[card=Dismal Failure]"Two magi could trade spells all day and never crown a victor.
The real battle is not one of power but of will.
If your confidence breaks, so too shall you." —Venser[/card]
Man, I thought the title of this tread was saying "No, you cantrip," as some other unnamed character giggles and volleys back, "No, you", ad infinitum or until all giggles have been exhausted.
((There is no blue(color) cantrip (In Theros)) ...Ah.)
there's a cycle of auras that cantrip, one of them's blue
so this entire thread is pointless
I found it interesting that of all the colors, red got a one mana cantrip in dragon mantle, though you have to have a creature to target.
On a related note, I miss needle drop.
Only if you're the better player, with the better-constructed deck. The more consistency in draws, the more the outcome of a game is predetermined, or at least heavily imbalanced, before it's even begun. Of course this is good to an extent, the better player should obviously win more often, but with less and less variance a player has less and less chance of ever winning when playing someone above their skill level. When you're talking about events like FNM, it's in Wizards' best interest to make sure less skilled players still have some chance of doing decently well at these kinds of tournaments to keep them interested in the game. Skill and experience are still an enormous advantage, but not an insurmountable one, and that's healthier for a game that wants to attract and maintain new players.
That is probably true. With that said, my first deck was caw blade and consistently losing with it in the beginning gave me faith that the game had a large amount of skill in it which kept me coming back. Now I feel a lot less inclined to keep playing. New players can always just play mono red or naya blitz like decks and approach decks with birthing pod like decision trees when they feel more competent. I am probably in the minority but if I beat much better players than me when I first started playing I probably would have quit a long time ago.
Blue will get something in the block. For now there's Quicken, it's good enough. Actually, I very much like the idea of RWU control that can hit 1RRU on turn 4 for a Quicken Anger of the Gods
I dont know if you guys have ever seen those japanese game shows (they ported them over as Ninja Warrior and Unbeatable Banzuke in US). But basically every six months, they had a tournament to see who could complete the obstacle course, nobody came close, and next season they made it even harder anyway. That's kind of like how wizards is treating blue right now. It's been nerfed into the ground since RTR, it's by far the least played color (less than half of red,) and wizards continues to nerf it anyway, because people are still butthurt over Brainstorm in 1994.
After playing Legacy for while and messing with Hearthstone standard's variance is becoming unbearable to me. It doesn't make any sense (just guessing) around 20% of the games are pointless because one of the two players flooded/got no lands. I'm feeling more and more inclied to just play RDW or WUx control for the cheer consistency (blue still got omespeaker which is a HUGE fixer, better then think twice) and hope my opponents do it as well because i'm sick of winning/loosing by luck alone.
Green midrangy decks got a serious blow. You either incredible variance-tolerant or you stay away from ramp + 25 lands builds.
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Standard - For Fun BG Auras
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Delver is gone.
U cantrips are still gone
Proceed with discussion?
UW Control (:symu: :symw:)
how DARE they
Much sorrow as a blue player.
UWU/W BlinkUW
BMono-Black ControlB
Commander:
GWUJenaraGWU
BGeth MBCB
RGXenagosRG
WUBSharuumWUB (retired)
Modern:
xAffinityx (starting)
Standard:
Ha! That's a good one.
Why would you want to make your deck more consistent when you could just hope to get lucky on the top of your deck? Obviously ponder and preordain like cards are huge skill testers but wizards want standard to move away from decision making because it can get get pretty boring when you have any actual control on the outcome of a game of magic.
Blue has perhaps the best God and an amazing card drawing Planeswalker. Someone will make it work.
since the only way to win vs control we have to play really fast aggro and we still have to be either really lucky or they really unlucky.
since draw go play style is too good and not inter actives for the opponent.
when we cast something blue can't handle, they can just counter it
then when we do nothing, blue player can just draw at the end step and got more counter or answer
then after they have many lands they can play what ever they like, since we already can't do anything against it, since they can counter, counter, and counter
so when we play against blue player, all i can do just keep playing threat and hoping blue player don't have the counter. the only strategy i have is usually only to bait the counter using a lesser threat before playing my real threat. even that if he is good, he still can sense it, and keep the counter for the real threat. it's just so unintuitive for the rest of us the not blue player
btw, it's not a rant, well.. maybe a little bit
You're just being willfully ignorant if you're going to claim you have little/no control over the outcome of a game of Magic if you can't control any of your draw steps.
If you want more consistency in your deck, make your deck more consistent when building it. That's one of the most basic elements of the game, trading off consistency versus flexibility.
R Citizen Cane (Feldon of the Third Path)
Lets also not forget about the one of the best blue draw spell in recent date Sphinx's Revelation, that just appeared recently. You may see their point in hesitating on more efficient blue draw spells.
Edit: Edited for better sentence structure.
:symr::symu: Reality Bites
:symr::symu: Delver Cyclops
:symr::symu: Niv Control EDH
:symg::symw: Sigarda EDH
The real battle is not one of power but of will.
If your confidence breaks, so too shall you."
—Venser[/card]
Obviously I am exaggerating a little, all I am trying to say is that cheap cantrips may lead to games feeling "too similar" but that is not actually a problem. When you have cheap draw spells you flood/get screwed less and have a larger chance of getting to play a game of magic. In modern not having these kind of cards make sense if they are going to keep the combo decks around because it makes them way too good. Standard has not had a good combo deck since twin and I do not see that changing in the near future. So, if consistency does not lead to degeneracy then why is it a problem?
Only if you're the better player, with the better-constructed deck. The more consistency in draws, the more the outcome of a game is predetermined, or at least heavily imbalanced, before it's even begun. Of course this is good to an extent, the better player should obviously win more often, but with less and less variance a player has less and less chance of ever winning when playing someone above their skill level. When you're talking about events like FNM, it's in Wizards' best interest to make sure less skilled players still have some chance of doing decently well at these kinds of tournaments to keep them interested in the game. Skill and experience are still an enormous advantage, but not an insurmountable one, and that's healthier for a game that wants to attract and maintain new players.
R Citizen Cane (Feldon of the Third Path)
((There is no blue(color) cantrip (In Theros)) ...Ah.)
Feel free to tell me yours!
Hahaha. Yes, if you read it like that it would be rather confusing.
:symr::symu: Reality Bites
:symr::symu: Delver Cyclops
:symr::symu: Niv Control EDH
:symg::symw: Sigarda EDH
The real battle is not one of power but of will.
If your confidence breaks, so too shall you."
—Venser[/card]
there's a cycle of auras that cantrip, one of them's blue
so this entire thread is pointless
On a related note, I miss needle drop.
That is probably true. With that said, my first deck was caw blade and consistently losing with it in the beginning gave me faith that the game had a large amount of skill in it which kept me coming back. Now I feel a lot less inclined to keep playing. New players can always just play mono red or naya blitz like decks and approach decks with birthing pod like decision trees when they feel more competent. I am probably in the minority but if I beat much better players than me when I first started playing I probably would have quit a long time ago.
((((There is no blue(color)(instant or sorcery) cantrip (In Theros))that can be abused with snapcaster) ...Ah.) Elucidation is an art form, yo.)
Feel free to tell me yours!
Green midrangy decks got a serious blow. You either incredible variance-tolerant or you stay away from ramp + 25 lands builds.
BGU Control
R Aggro
Standard - For Fun
BG Auras