Ingenuity 1U Sorcery
Search your library for an artifact card with converted mana cost 1 or less, put it onto the battlefield, then shuffle your library.
The put it onto the battlefield part makes it dangerously good with Lotus Bloom. 6 mana on turn 3? Combo decks like that! (Ad Nauseam, Hive Mind, heck we all know how powerful a turn 3 Primeval Titan is).
UB-instant-choose one, counter target spell or target player reveals their hand, choose a nonland card, player discards that card
A TS, or close enough to a Counterspell, one of the solid answers Modern needs
While I agree that Modern needs better answers this is way too pushed. It's Counterspell (which I think is fine actually) but without the opportunity cost of having to decide between employing a threat or keeping mana open for a counter and feeling bad if the opponent doesn't make a play. No you just cast an instant speed targeted discard spell at end of his turn, still get to get rid of his most powerful card AND gain perfect information on how to play your next turns. Way too good.
And how the heck should this make it through Standard?
When you cast Spy, you may draw 2 cards. If you do, target opponent gains control of Spy
3/3
Muster 3W
Creature
When Muster enters the battlefield you may search your library for any other cards named Muster and put them onto the battlefield.
2/1
Scorcher 2R
Creature
When scorcher enters the battlefield, destroy the creature your opponent controls with the highest power. If multiple creatures are tied for the highest power, destroy all of them.
2/2
Storm 1UU
Enchantment
Each creature's power becomes 1.
Medic 1WB
Creature
When medic enters the battlefield, you may return target creature with CMC of 3 or less to the battlefield.
2/2
Mana Leak is already a strong card. I don't think reducing the payment from 3 to 2 is enough to get a free Spell Snare on the card.
My idea was to have a Mana Leak that could have some late-game relevance, but I still wanted it to have CMC=2. Having some life-loss tacked on would make the cost fairer, but then mono blue doesn't make sense any longer colour pie wise. I also like the aesthetic of the "pay 2 mana"-"2 or less"-"lose 2 life"I also like the aesthetic of the "pay 2 mana"-"CMC=2"-"lose 2 life". I guess something like this from the next Ravnica block would also put it over the top (if it has to get through Standard):
Dimir's third time's the charmUB
Instant
Choose one
Counter target spell unless its controller pays 2.
Mana Leak is already a strong card. I don't think reducing the payment from 3 to 2 is enough to get a free Spell Snare on the card.
My idea was to have a Mana Leak that could have some late-game relevance, but I still wanted it to have CMC=2. Having some life-loss tacked on would make the cost fairer, but then mono blue doesn't make sense any longer colour pie wise. I also like the aesthetic of the "pay 2 mana"-"2 or less"-"lose 2 life". I guess something like this from the next Ravnica block would also put it over the top (if it has to get through Standard):
Dimir's third time's the charmUB
Instant
Choose one
Counter target spell unless its controller pays 2.
Counter target spell with converted mana cost 2.
Target creature gets -2/-2 until end of turn.
You lose two life
That's better, however, you brought up 2 or less, but none of the cards say that (mine does). Also, the card I riffed off yours is mostly a worse counterspell and has enough restrictions to be fine. Your suggestion that a card like that is too powerful for modern is unwarranted (Counterspell is a fine card, but nothing remotely close to being too powerful). In fact, the first card you made would probably see no play due to how restrictive the mana cost is and how bad the drawback is in an aggro dominated world + the fact that it's so narrow (2 is A LOT worse than 3 (33% worse) and only countering CMC 2 is super restrictive).
There's no point in creating new counters that are worse than mana leak when mana leak is all ready fringey playable. The only reason it sees any play in the first place is a sort of necessity concession since Modern isn't all just creatures, and it's the best out of the worst we have to choose from. Making a better Mana Leak that's short of Counterspell is a bridge. My card is not remotely too powerful.
(I Edited part of my comment so that it actually referred to the card I was talking about.)
I'm not saying that the card you suggested is too powerful for Modern. I'm saying that it is too powerful to see print in Standard. I know this is a Modern-thread, but I think part of the fun of the challenge is to come up with designs that check both boxes: playable in Modern, printable in Standard. Mana Leak itself is probably near the top end of what they would consider printing in Standard these days, so aiming above that is unrealistic. I think a playable counterspell for Modern is most likely to come in the form of a modal spell, or with a restriction that means less in Modern than in Standard (like Abrupt Decay).
I think most people would agree that wasteland in modern is too much given how much more painful shocklands are vs real dual lands.
So here is a strip mine that doesn't effectively target shocklands or basics. It gets stronger as the game goes on, and is weaker in the early game.
Growing Chasm
Land
Add 1 to your mana pool
Sacrifice **: Destroy target land. If that land is a plains, forest, island, mountain or swamp, it's controller may draw a card and put a land from their hand into play tapped.
Urza's Warehouse
Land - Urza's T: Add C to your mana pool. 2,T: Add one mana of any color to your mana pool. 7,T: Draw a card.
Obviously, this is there to help Tron decks, but in a way that doesn't break them in half. Forcing it to require two mana to make one of any color keeps this from being strictly better than some other lands, but as a rare or mythic, this cost could conceivably come down from 2 to 1 (perhaps with the trade-off of making this legendary). Even though drawing an extra card per turn is powerful, this ties up enough mana to not allow its user to capitalize on it immediately. Multiples are virtually impossible to abuse due to the high mana cost of the card draw as well. It might be potent enough to justify a few splashes we don't see very often as well.
Of course, what Tron and a lot of other decks really need is something that limits how brutally fast linear aggro can be. I've tossed a few ideas up here myself, but what does everyone else think?
Azure SuppressionUU Instant
Choose one -
* Counter target spell with converted mana cost 3 or less.
* Counter target spell with converted mana cost higher than the number of lands it's owner controls.
Mindwind1UU Instant
Draw 2 cards.
Each other player may pay 1, if they do, they may scry 1.
Prophet's Eye1U Instant
Scry 3.
Draw a card.
Precise Visions2UU Instant
Draw three cards.
An opponent may pay to counter Precise Visions before it resolves.
If Precise Visions is countered, draw a card.
Inspired Genius2UU Instant
Scry 4, then draw two cards.
Each other player may pay 2, if they do, they may scry 2.
Edit: forgot one
Azure Twist1UU Instant
Counter target spell.
If that spell is successfully countered, create a 0/1 blue illusion creature token with flying.
Mirror Zone PhantomWU Instant
Exile target creature you don't control. It's controller creates a 2/4 blue and white illusion creature token with defender and flying.
Disedict1WU Sorcery
Put target non-land permanent into it's owner's library 2 from the top. It's owner can't play spells with the same name until the start of your next upkeep.
Gain 3 life.
Nightmare DoomUB Instant
Choose one -
* Destroy target creature with converted mana cost 4 or less.
* Return target creature with converted mana cost 5 or more to it's owner's hand, it's owner then must pay 3 life or exile a card from their hand.
Dread Void1UB Sorcery
Choose one -
* Destroy target creature.
* Put target non-land, non-creature permanent on top of it's owner's library. It's owner loses life equal to the converted mana cost of that permanent and then must exile a card from their hand or lose that much life again.
Shimmering GateWB Instant
Choose one -
* Exile target attacking creature.
* Destroy target creature with converted mana cost 3 or less.
Demand JusticeWR Instant
Choose one -
* Destroy target attacking creature.
* Deal 4 damage to target creature. It's controller gains 2 life.
Wisp Revenge1WR Sorcery
Gain two life, then choose one -
* Exile target artifact
* Destroy target enchantment
* Deal 4 damage to target creature.
* Put target non-land, non-artifact, non-enchantment permanent on top of it's owner's library.
Life FlareWG Instant
Exile target creature you don't control with toughness less than or equal to the toughness of target creature you control.
Pursue the Light1WG Sorcery
Choose one -
* Exile target artifact or enchantment.
* Put target non-land non-artifact, non-enchantment permanent on top of it's owner's library. It's controller may not cast spells with the same name until the start of your next upkeep.
Abrupt Counter UR
Instant
"Abrupt Counter cannot be countered.
Counter target spell with converted mana cost of 3 or less."
Keranos's Command 1UR
Instant
"Choose two:
- Return target creature to its owner's hand.
- Counter target spell unless its owner pays 2.
- Keranos's Command deals 2 damage to target creature or player.
- Draw a card."
Abrupt Counter UR
Instant
"Abrupt Counter cannot be countered.
Counter target spell with converted mana cost of 3 or less."
Keranos's Command 1UR
Instant
"Choose two:
- Return target creature to its owner's hand.
- Counter target spell unless its owner pays 2.
- Keranos's Command deals 2 damage to target creature or player.
- Draw a card."
At first glance both seem fairly balanced. I was going to ask why Abrupt Counter has red, but then remembered Counterflux does also.
I also really like the idea of new Commands for the Theros Gods. Maybe since Greece and Egypt were so close in a number of ways, Theros and Amonkhet can be too, and the Gods will overlap a bit?
About the second one, it's too damn strong. It literally does it all. This will be a damn modern stapled that will skyrocket all blue decks and they will go through the roof! But, isn't this what we truly want? Yeah, I guess this is. Guess the "Draw a card" is too op though, I would prefer if it would be "Scry 1" so that it can actually have a mediocre mode and not everything is super pumped up.
Great ideas similar to what I earlier had, but now we have to think: Would those cards be OK in the Standard environment? To be honest, I dont think so. I think those cards would be oppressive there. I wish there was a supplementary set that could introduce EXACTLY this kind of cards with some minor balances/nerfs if they deemed too strong.
I don't think it's too strong at all. Each of the individual abilities are at parity or worse than 1 and 2 mana versions: bouncing a creature with no other upside is worth less than 1 mana. Counter unless pay 2 is strictly worse than the 2 mana Mana Leak. Shock with no other upside is worth less than 1. Drawing a card with no other upside is worth less than 1. So 3 mana to do 1.5-2.5 mana worth of stuff feels completely fine in an eternal format......... But you're exactly correct that in order to go through Standard, it either has to be accidentally good (like Kolaghan's Command), or nerfed in cost/abilities to the point of borderline/unplayable (like Ojutai's Command or Silumgar's Command). Honestly, the best thing Modern could get is being able to use supplemental cards that don't need to go through Standard.
Nightmare DoomUB Instant
Choose one -
* Destroy target creature with converted mana cost 4 or less.
* Return target creature with converted mana cost 5 or more to it's owner's hand, it's owner then must pay 3 life or exile a card from their hand.
I would love to see that but it would really be INSANELY powerful.
B (and B Phyrexian)
Target player reveals their hand, you choose a nonland card, player discards that card
Basically a Phyrexian Thoughtseize, it would obviously be strong enough to see play, and maybe more flexible, but I don't think it would be broken, very few WANT more discard of that level than we have. Most decks don't play 4 Thoughtseize and 4 IoK as it is
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B (and B Phyrexian)
Target player reveals their hand, you choose a nonland card, player discards that card
Basically a Phyrexian Thoughtseize, it would obviously be strong enough to see play, and maybe more flexible, but I don't think it would be broken, very few WANT more discard of that level than we have. Most decks don't play 4 Thoughtseize and 4 IoK as it is
It would be insanely good and it would make 8rack a thing. I have to pass on this.
sure, 8-rack would suddenly be a thing....if it were fast enough with the hyper-aggro. if it could compete, it would slow the format way down. I have no issue with the deck being strong, it would never be better than TS, usually 4 more copies of the same card. there are a couple decks looking for more of that effect, but none of them would break format rules. honestly, in responding to you, I want it even more now. I don't play 8-rack, I have a tempo/control brew that already runs the full 8 TS and IoK. I would love another card of that caliber. I get that it would bestrong, but no more than so many other cards in the format
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B (and B Phyrexian)
Target player reveals their hand, you choose a nonland card, player discards that card
Basically a Phyrexian Thoughtseize, it would obviously be strong enough to see play, and maybe more flexible, but I don't think it would be broken, very few WANT more discard of that level than we have. Most decks don't play 4 Thoughtseize and 4 IoK as it is
It would be insanely good and it would make 8rack a thing. I have to pass on this.
sure, 8-rack would suddenly be a thing....if it were fast enough with the hyper-aggro. if it could compete, it would slow the format way down. I have no issue with the deck being strong, it would never be better than TS, usually 4 more copies of the same card. there are a couple decks looking for more of that effect, but none of them would break format rules. honestly, in responding to you, I want it even more now. I don't play 8-rack, I have a tempo/control brew that already runs the full 8 TS and IoK. I would love another card of that caliber. I get that it would bestrong, but no more than so many other cards in the format
Well this card is almost strictly better than Thoughtseize which is probably the most powerful discard spell ever printed. The only way it isn't better is if someone counters it since this one's life pay is a cost, and with it coming out on turn 1 it being countered isn't likely. The argument that thoughtseize isn't a 4 of makes sense but that doesn't justify the printing of a strictly better card. Spellskite is only a 1-2 of card, but they wouldn't make a strictly better Spellskite; it's still the most played card in modern period. Thoughtseize was bad for standard coming through Theros (and probably wasn't great for Lorwyn either) and modern cards aren't printed any other way. As a fan and player of Death's Shadow I would want nothing more than to see something like this printed, but I don't personally think it would happen.
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The put it onto the battlefield part makes it dangerously good with Lotus Bloom. 6 mana on turn 3? Combo decks like that! (Ad Nauseam, Hive Mind, heck we all know how powerful a turn 3 Primeval Titan is).
While I agree that Modern needs better answers this is way too pushed. It's Counterspell (which I think is fine actually) but without the opportunity cost of having to decide between employing a threat or keeping mana open for a counter and feeling bad if the opponent doesn't make a play. No you just cast an instant speed targeted discard spell at end of his turn, still get to get rid of his most powerful card AND gain perfect information on how to play your next turns. Way too good.
And how the heck should this make it through Standard?
Spy 1U
Creature
Flash
When you cast Spy, you may draw 2 cards. If you do, target opponent gains control of Spy
3/3
Muster 3W
Creature
When Muster enters the battlefield you may search your library for any other cards named Muster and put them onto the battlefield.
2/1
Scorcher 2R
Creature
When scorcher enters the battlefield, destroy the creature your opponent controls with the highest power. If multiple creatures are tied for the highest power, destroy all of them.
2/2
Storm 1UU
Enchantment
Each creature's power becomes 1.
Medic 1WB
Creature
When medic enters the battlefield, you may return target creature with CMC of 3 or less to the battlefield.
2/2
BG Rock
Modern:
RW Sun & Moon
RBG Dredge
RWG Burn
Legacy:
W Death & Taxes
Instant
Choose one
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
I like the function of the card, but I think the design made the card too weak for the format and too narrow (UB).
Something like
Instant
Choose one
My idea was to have a Mana Leak that could have some late-game relevance, but I still wanted it to have CMC=2. Having some life-loss tacked on would make the cost fairer, but then mono blue doesn't make sense any longer colour pie wise.
I also like the aesthetic of the "pay 2 mana"-"2 or less"-"lose 2 life"I also like the aesthetic of the "pay 2 mana"-"CMC=2"-"lose 2 life". I guess something like this from the next Ravnica block would also put it over the top (if it has to get through Standard):Dimir's third time's the charmUB
Instant
Choose one
EDITED about the aesthetics part.
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
That's better, however, you brought up 2 or less, but none of the cards say that (mine does). Also, the card I riffed off yours is mostly a worse counterspell and has enough restrictions to be fine. Your suggestion that a card like that is too powerful for modern is unwarranted (Counterspell is a fine card, but nothing remotely close to being too powerful). In fact, the first card you made would probably see no play due to how restrictive the mana cost is and how bad the drawback is in an aggro dominated world + the fact that it's so narrow (2 is A LOT worse than 3 (33% worse) and only countering CMC 2 is super restrictive).
There's no point in creating new counters that are worse than mana leak when mana leak is all ready fringey playable. The only reason it sees any play in the first place is a sort of necessity concession since Modern isn't all just creatures, and it's the best out of the worst we have to choose from. Making a better Mana Leak that's short of Counterspell is a bridge. My card is not remotely too powerful.
I'm not saying that the card you suggested is too powerful for Modern. I'm saying that it is too powerful to see print in Standard. I know this is a Modern-thread, but I think part of the fun of the challenge is to come up with designs that check both boxes: playable in Modern, printable in Standard. Mana Leak itself is probably near the top end of what they would consider printing in Standard these days, so aiming above that is unrealistic. I think a playable counterspell for Modern is most likely to come in the form of a modal spell, or with a restriction that means less in Modern than in Standard (like Abrupt Decay).
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
Cubetutor Peasant'ish-Funbox
Project: Khans of Tarkir Cube (cubetutor)
So here is a strip mine that doesn't effectively target shocklands or basics. It gets stronger as the game goes on, and is weaker in the early game.
Growing Chasm
Land
Add 1 to your mana pool
Sacrifice **: Destroy target land. If that land is a plains, forest, island, mountain or swamp, it's controller may draw a card and put a land from their hand into play tapped.
KnightfallGWUR
Azorius Control UW
Burn RBG
Land - Urza's
T: Add C to your mana pool.
2,T: Add one mana of any color to your mana pool.
7,T: Draw a card.
Obviously, this is there to help Tron decks, but in a way that doesn't break them in half. Forcing it to require two mana to make one of any color keeps this from being strictly better than some other lands, but as a rare or mythic, this cost could conceivably come down from 2 to 1 (perhaps with the trade-off of making this legendary). Even though drawing an extra card per turn is powerful, this ties up enough mana to not allow its user to capitalize on it immediately. Multiples are virtually impossible to abuse due to the high mana cost of the card draw as well. It might be potent enough to justify a few splashes we don't see very often as well.
Of course, what Tron and a lot of other decks really need is something that limits how brutally fast linear aggro can be. I've tossed a few ideas up here myself, but what does everyone else think?
Instant
Choose one -
* Counter target spell with converted mana cost 3 or less.
* Counter target spell with converted mana cost higher than the number of lands it's owner controls.
Mindwind 1UU
Instant
Draw 2 cards.
Each other player may pay 1, if they do, they may scry 1.
Prophet's Eye 1U
Instant
Scry 3.
Draw a card.
Precise Visions 2UU
Instant
Draw three cards.
An opponent may pay to counter Precise Visions before it resolves.
If Precise Visions is countered, draw a card.
Inspired Genius 2UU
Instant
Scry 4, then draw two cards.
Each other player may pay 2, if they do, they may scry 2.
Edit: forgot one
Azure Twist 1UU
Instant
Counter target spell.
If that spell is successfully countered, create a 0/1 blue illusion creature token with flying.
Countingspell UU
Counter target spell.
Cardname costs 1 more to cast for each other spell you cast this turn.
Instant
Exile target creature you don't control. It's controller creates a 2/4 blue and white illusion creature token with defender and flying.
Disedict 1WU
Sorcery
Put target non-land permanent into it's owner's library 2 from the top. It's owner can't play spells with the same name until the start of your next upkeep.
Gain 3 life.
Nightmare Doom UB
Instant
Choose one -
* Destroy target creature with converted mana cost 4 or less.
* Return target creature with converted mana cost 5 or more to it's owner's hand, it's owner then must pay 3 life or exile a card from their hand.
Dread Void 1UB
Sorcery
Choose one -
* Destroy target creature.
* Put target non-land, non-creature permanent on top of it's owner's library. It's owner loses life equal to the converted mana cost of that permanent and then must exile a card from their hand or lose that much life again.
Shimmering Gate WB
Instant
Choose one -
* Exile target attacking creature.
* Destroy target creature with converted mana cost 3 or less.
Demand Justice WR
Instant
Choose one -
* Destroy target attacking creature.
* Deal 4 damage to target creature. It's controller gains 2 life.
Wisp Revenge 1WR
Sorcery
Gain two life, then choose one -
* Exile target artifact
* Destroy target enchantment
* Deal 4 damage to target creature.
* Put target non-land, non-artifact, non-enchantment permanent on top of it's owner's library.
Life Flare WG
Instant
Exile target creature you don't control with toughness less than or equal to the toughness of target creature you control.
Pursue the Light 1WG
Sorcery
Choose one -
* Exile target artifact or enchantment.
* Put target non-land non-artifact, non-enchantment permanent on top of it's owner's library. It's controller may not cast spells with the same name until the start of your next upkeep.
Will probably do more later along these lines, of course, some are already done for me, like Terminate, Anguished Unmaking, and Maelstrom Pulse.
Land
Tap: Add 2 to your mana pool, spend this mana only to cast non-creature artifact spells.
This is what I want in my life right now.
More balanced if you took 1 and it was Legendary.
Legacy: RUG Delver
Instant
"Abrupt Counter cannot be countered.
Counter target spell with converted mana cost of 3 or less."
Keranos's Command 1UR
Instant
"Choose two:
- Return target creature to its owner's hand.
- Counter target spell unless its owner pays 2.
- Keranos's Command deals 2 damage to target creature or player.
- Draw a card."
UR ....... WUBR ........... WB ............. RGW ........ UBR ....... WUB .... BGU
Spells / Blink & Combo / Token Grind / Dino Tribal / Draw Cards / Zombies / Reanimate
I also really like the idea of new Commands for the Theros Gods. Maybe since Greece and Egypt were so close in a number of ways, Theros and Amonkhet can be too, and the Gods will overlap a bit?
Standard: lol no
Modern: BG/x, UR/x, Burn, Merfolk, Zoo, Storm
Legacy: Shardless BUG, Delver (BUG, RUG, Grixis), Landstill, Depths Combo, Merfolk
Vintage: Dark Times, BUG Fish, Merfolk
EDH: Teysa, Orzhov Scion / Krenko, Mob Boss / Stonebrow, Krosan Hero
I don't think it's too strong at all. Each of the individual abilities are at parity or worse than 1 and 2 mana versions: bouncing a creature with no other upside is worth less than 1 mana. Counter unless pay 2 is strictly worse than the 2 mana Mana Leak. Shock with no other upside is worth less than 1. Drawing a card with no other upside is worth less than 1. So 3 mana to do 1.5-2.5 mana worth of stuff feels completely fine in an eternal format......... But you're exactly correct that in order to go through Standard, it either has to be accidentally good (like Kolaghan's Command), or nerfed in cost/abilities to the point of borderline/unplayable (like Ojutai's Command or Silumgar's Command). Honestly, the best thing Modern could get is being able to use supplemental cards that don't need to go through Standard.
UR ....... WUBR ........... WB ............. RGW ........ UBR ....... WUB .... BGU
Spells / Blink & Combo / Token Grind / Dino Tribal / Draw Cards / Zombies / Reanimate
Creature - Bird
Flying, prowess
1/1
It seems almost too obvious to not exist. Is this too good considering we have Monastery Swiftspear, Stormchaser Mage and Elusive Spellfist?
Stay reasonable, be mindful of your expectations and don't feed the trolls.
Doomsdayin'
UB Faeries (15-6-0)
UWR Control (10-5-1)/Kiki Control/Midrange/Harbinger
UBR Cruel Control (6-4-0)/Grixis Control/Delver/Blue Jund
UWB Control/Mentor
UW Miracles/Control (currently active, 14-2-0)
BW Eldrazi & Taxes
RW Burn (9-1-0)
I do (academic) research on video games and archaeology! You can check out my open access book here: https://www.sidestone.com/books/the-interactive-past
Target player reveals their hand, you choose a nonland card, player discards that card
Basically a Phyrexian Thoughtseize, it would obviously be strong enough to see play, and maybe more flexible, but I don't think it would be broken, very few WANT more discard of that level than we have. Most decks don't play 4 Thoughtseize and 4 IoK as it is
sure, 8-rack would suddenly be a thing....if it were fast enough with the hyper-aggro. if it could compete, it would slow the format way down. I have no issue with the deck being strong, it would never be better than TS, usually 4 more copies of the same card. there are a couple decks looking for more of that effect, but none of them would break format rules. honestly, in responding to you, I want it even more now. I don't play 8-rack, I have a tempo/control brew that already runs the full 8 TS and IoK. I would love another card of that caliber. I get that it would bestrong, but no more than so many other cards in the format
My Modern Decks:
BGWAbzan MidrangeWGB
UWRJeskai NahiriRWU
BRUGrixis ControlURB
Well this card is almost strictly better than Thoughtseize which is probably the most powerful discard spell ever printed. The only way it isn't better is if someone counters it since this one's life pay is a cost, and with it coming out on turn 1 it being countered isn't likely. The argument that thoughtseize isn't a 4 of makes sense but that doesn't justify the printing of a strictly better card. Spellskite is only a 1-2 of card, but they wouldn't make a strictly better Spellskite; it's still the most played card in modern period. Thoughtseize was bad for standard coming through Theros (and probably wasn't great for Lorwyn either) and modern cards aren't printed any other way. As a fan and player of Death's Shadow I would want nothing more than to see something like this printed, but I don't personally think it would happen.