I haven't tried ruling it back and don't expect to. Excess mana is such a corner case, rare thing that the rule was truly superfluous most of the time, and was otherwise intrusive and annoying on top of the regular punishment that's mistapping. Very flavorful rule, but Magic is already unnecessarily complicated with too many strange corner functions. - and already very flavorful.
(I started playing back when the rule was a thing btw.)
If you believe that mana burn can be reintroduced to EDH and it be meaningful, test it yourself in your game group. Play for say a month or 2, noting down the board state and what happened to cause mana burn, and how often it pops up. I can tell you that as far as I can remember, the only time it would have/could have been useful would be against a Triskaidekaphobia.
I'm not sure teaching it to new players brings anything to the table. It's probably not going to be relevant 99% of the time, and having to keep that in mind is just unnecessary mental baggage that no new player needs. I'd rather them focus on trying to kill that opposing craw wurm enchanted with a spirit mantle that's going to kill the table.
It's an interesting thought experiment though
- I'm also wondering if bringing back you don't die until the end of the phase would be a net positive to the game though. You get a bit more time messing with the stack before you get killed. seems fun.
- or maybe instead, reinstating the old rules of interrupt and mana source card types. Back in the day, dark ritual was a mana source, which was faster than an interrupt, so it couldn't be countered. It also meant that you couldn't brainstorm up a counter against an opposing mana drain (since mana drain was an interrupt; it's faster than the brainstorm). It also introduced the weird rules interaction on LED, where it's a mana ability that can only be activated when you could play an instant. So it's slower than a normal mana ability (which doesn't use the stack), but it's still a mana ability, so it can't be responded to.
(I started playing back when the rule was a thing btw.)
If you believe that mana burn can be reintroduced to EDH and it be meaningful, test it yourself in your game group. Play for say a month or 2, noting down the board state and what happened to cause mana burn, and how often it pops up. I can tell you that as far as I can remember, the only time it would have/could have been useful would be against a Triskaidekaphobia.
I'm not sure teaching it to new players brings anything to the table. It's probably not going to be relevant 99% of the time, and having to keep that in mind is just unnecessary mental baggage that no new player needs. I'd rather them focus on trying to kill that opposing craw wurm enchanted with a spirit mantle that's going to kill the table.
It's an interesting thought experiment though
- I'm also wondering if bringing back you don't die until the end of the phase would be a net positive to the game though. You get a bit more time messing with the stack before you get killed. seems fun.
- or maybe instead, reinstating the old rules of interrupt and mana source card types. Back in the day, dark ritual was a mana source, which was faster than an interrupt, so it couldn't be countered. It also meant that you couldn't brainstorm up a counter against an opposing mana drain (since mana drain was an interrupt; it's faster than the brainstorm). It also introduced the weird rules interaction on LED, where it's a mana ability that can only be activated when you could play an instant. So it's slower than a normal mana ability (which doesn't use the stack), but it's still a mana ability, so it can't be responded to.
Legacy - Solidarity - mono U aggro - burn - Imperial Painter - Strawberry Shortcake - Bluuzards - bom