nah, mother is too good. so much of the meta is based on creatures right now, mother would be over the top.
price of progress/back to basics i wouldn't mind. people shouldn't be able to run 4 colors and not be punished for it.
back to basics is definitely out of the color pie and OP in mono-u. ruination, on the other hand, ...
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Like I said, I can only go by my own experience, which is now 18 years. Kind of disheartening when you think you know something and you find out that you're a notch below a low grade moron.
back to basics is definitely out of the color pie and OP in mono-u. ruination, on the other hand, ...
With back to basics are you talking about right now? Blue had plenty of land hate spells in the past. Stasis , Mana Vortex .
Right now, i don't think any color has 'land hate' in their color pie (when it comes to resource denial rather than punishing them for nonbasics through damage); and i think that has to do more with the route design has taken rather then what colors are allowed to do what.
BtB would never make it into a standard set, though. I agree.
I see no reason why it shouldn't be in. Gives a huge boost to control decks but doesn't make them unstoppable. I also want to show off my different versions more often.
I'd actually like it as a budget substitute for Mutavault.
It might prove to be a bit too good for Affinity though. When I first played Modern, because Factory was available in a modern card frame (EvT), I thought it was legal in the format.
Sadly, this is not going to happen because current design and development are not fans of Threshold and MaRo has said a few times that a return is "extremely unlikely any time soon". I too love Threshold and Mongoose, but alas it will not be.
I'd actually like it as a budget substitute for Mutavault.
It might prove to be a bit too good for Affinity though. When I first played Modern, because Factory was available in a modern card frame (EvT), I thought it was legal in the format.
Mishra's factory would be awesome, and some decks would prefer it over Mutavault. I'm just wondering how they would work that out in the storyline. I would think that they'd do a phyrexian version of the factory before reprinting the original, because if I remember right Mishra was turned phyrexian at some point.
Price of Progress would be overpowered in modern. It's one thing to give a little bit of punishment for nonbasic manabases, but it's another thing to have a card that will be a 2 mana 6 damage spell against 90% of the decks in the format.
Having a greedy manabase already gives you a bad matchup against burn due to all the shocks. If you want to punish terrible manabases, just play blood moon. Price of progress just makes it impossible to play 3 color decks against any aggro deck, which would only serve to decrease diversity in the format.
Mishra's factory would be cool however. It wouldn't be that much more powerful than mutavault already is, and it's a pretty good "fair" card.
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If anything, I'd think that Factory would be slightly weaker than Mutavault - Merfolk and Faeries find the "all creature types" clause extremely relevant and would clearly not make the switch. Control may prefer the Factory though, and I'm just fine with that.
EDIT: Affinity wants the flying on the Nexuses, so they're not switching either.
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you need to remember that cards that you want reprinted for modern need to go through 2 years of standard. WOTC wont reprint counterspell anytime soon as it would completely wreck the format (pretty much) and dont forget they printed bolt then realised it was too good for its cost, which is why we have a mediocre 2 mana 3 damage spell at the moment. as standard is pretty much the format they need to pay attention to most, (as it is the most popular format) they would probably consider that before they consider modern.
THIS 100X!!! If you don't agree with this then there is no amount of logic that will ever convince you that good, non-oppressive, combos should be allowed. If you don't agree with it then just don't play this game, and you certainly shouldn't feel entitled to make any comment on ban lists ever.
THIS 100X!!! If you don't agree with this then there is no amount of logic that will ever convince you that good, non-oppressive, combos should be allowed. If you don't agree with it then just don't play this game, and you certainly shouldn't feel entitled to make any comment on ban lists ever.
THIS 100X!!! If you don't agree with this then there is no amount of logic that will ever convince you that good, non-oppressive, combos should be allowed. If you don't agree with it then just don't play this game, and you certainly shouldn't feel entitled to make any comment on ban lists ever.
Honestly, I just want Counterspell. Yes, I know its a universal answer and whiny people hate counterspells and blah blah blah, but something seems unfair when Jund can topdeck a Maelstrom Pulse at any point in the game and it will be a live card, but a blue deck's Mana Leaks are OK early game (you skip a turn and sacrifice tempo to trade 1-for-1 with a spell on the stack) but dead late (by the time you either have enough lands to play Threat+Leak backup or you've played all your threats, the opponent can easily pay for leak.)
Oh, I thought he was talking about playing a spell that is countering a spell with counters on it as it comes into play, but I see you guys were just discussing whether he was flashing a creature with flash in order to flash a flashback or just flashing a creature with flash but not needing flash in order to flashback a spell without flash.
LSV managed to get his list down to 8... I've got like 30 on mine, since I'm greedy. I don't feel like these cards would "turn Modern into Legacy" or anything like that. For the most part, these are less like Legacy staples and more like sweet cards from the past that I want to be able to play with.
(Disclaimer: I pay attention to Modern but I am not the highest-level or most competitive player, so if I say something that seems silly, I might just not have the background knowledge to recognize it as such! So don't worry about it, and I probably won't get mad if you tell me about it.)
I'll say up front, I play a lot of different deck types, but at heart I'm a blue mage. I like stack-based control, and I like to play spells.
I think Opt is a fair compromise between the kind of ugly card filtering we have now in Serum Visions/Sleight of Hand, and Ponder/Preordain which are banned (though I hope Ponder comes back some day...). I can't really see this being much better than Serum Visions or Sleight of Hand, if at all, for combo decks, so I would expect it to be a decent tool for "fair" decks looking for some instant speed card quality.
Fact or Fiction/Accumulated Knowledge are possibly some of the more controversial cards on my list, and certainly FoF is something I recognize might be too powerful, especially if it has to be fed through Standard first. However, I don't think Esper Charm is going to get the job done enabling any kind of traditional control deck. I would like to see a good instant-speed card advantage spell in the format, and these two are I think the best candidates amongst reprints. 3U can net you Unburial Rites + your choice of brutal finishers using Gifts Ungiven, so possibly FoF would not be too oppressive at the same mana cost. AK, meanwhile, only turns into card advantage once you've hit multiples- the first one is kind of ugly.
Similarly, the counter suite for control decks is not quite there. I actually think Counterspell might be the best of the three I suggest to print, both because the UU cost makes it harder to splash and because it doesn't threaten some of the tempo plays that Memory Lapse does. Memory Lapse would, however, still be an improvement late-game over Remand or Mana Leak because it keeps you safe from the spell for at least one turn (barring opposing card draw). Force Spike is, of course, the best defense in the early turns short of Daze (which is more suited for tempo than straight control decks). I would certainly not want all three of these printed because I'm not looking for draw-go to dominate- I just want to see stack control be possible.
Some variant on Counterspell with a drawback (maybe UU to counter target spell and lose 2 life, paralleling Thoughtseize, as someone suggested?) would also be fine in this slot. Again, I'm thinking viability, not dominance.
Foil is a bit of an odd card out here in that I'm not even sure it would be good. Especially without adding some solid card-draw to the format, the discard 2 part of the cost can be pretty crippling for the user. That said, it might be nice to have a free counterspell available, as it influences the way people have to play against you. Foil seems like the fairest free counter not currently in the format, and Disrupting Shoal/Pact of Negation kind of suck.
I considered Armageddon here, but left it off because it's probably a little bit over the line. Possibly neither of these cards should be added to the format either, since land destruction is one of those effects where the enjoyment gained by the user is usually less than the enjoyment lost by the victim. That said, Modern manabases are often quite greedy, and I don't mind the idea of having some cards that interact with this.
Ruination is close to 'geddon, but it is pretty poor against decks like Faeries (mono-U at least) or Martyr as well as dangerous depending on your own manabase. It can also be thwarted by grabbing basics with your fetches. This one is a little iffy, but I think it's kind of neat to incentivize players to run basics in multicolored decks, since for the most part they're just inferior despite being the building blocks of the game. However, I recognize that it's possible that adding to the tension between grabbing a dual for colors or a basic for reliability may not be interesting enough to offset the negatives to cheap mass land destruction.
Dust Bowl might just be too slow for Modern, in which case reprinting it doesn't really do much. It also has the potential to contribute to mana screw, which is a bit of an unfortunate side effect. However, it is a card that is much more geared toward the long game or toward sniping particular problem lands, which I think would make it relatively safe. The repeatable effect is what I like compared to Tectonic Edge, as it seems like a better tool for control.
Nimble Mongoose is such a funny card. It's just a 1/1 for 1, but shroud and the ability to grow are remarkably sweet. It's surprisingly hard to deal with for being so dorky, and yet it's pretty rare that it actually feels unfair from the other side of the table (unlike Wild Nacatl). I think it would be good but balanced, which is exactly the kind of creature that I'd like to see in Modern. I don't know how to get around the Threshold thing for reprinting so it might never happen though.
Nimble Mongoose's old friend Wild Mongrel is another one I would like to see again. I don't think I want to see UG Madness revived in full, so maybe the Mongrel wouldn't cut it in the Tarmogoyf world, but Mongrel always seemed fun to me since he's always as big as 2 + your hand size if you need him to be, but often you don't and you can keep your cards. As a bonus, he's a common and is easily available, unlike a certain other 1G creature.
Carrion Feeder in some ways has qualities like both Nimble Mongoose and Wild Mongrel, since once again he's a cheap creature that can grow. I always liked him back in the day just as a 1-drop with upside, but Sam Black's Zombies deck shows the kind of potential he has with synergistic creatures like Gravecrawler and Bloodghast. People are asking for Goblin Bombardment, but I think Carrion Feeder is the card I'd rather see even though it's less versatile, since he directly enables Gravecrawler recursion and is less likely to accidentally be more powerful than intended.
This is a bit of a mishmash list, but essentially, I like value.
Cabal Therapy is a difficult card to play, but it rewards you for being able to read your opponent (and/or for being a lucksack). Even deciding when the flashback cost is worthwhile is a skill, although some decks (e.g. BW Tokens) would be able to pay the price pretty easily. It's possible that this would just put too many good discard spells for B in the format, but I don't think this would be too big an issue since you can only run so many before you start to cut into your own gameplan.
Firebolt is just a repeatable burn spell. Acceptable (though weak) if you play it once, possible card advantage/reach if you get to play it twice. It's an option for RDW but probably not a strong one since it's usually just 2 damage for them, so it doesn't speed that deck up. I don't see what's not to like, other than having to wait for flashback to get recycled again since we didn't see this in Innistrad block.
Fire // Ice is so much value! Both halves are good, but it doesn't seem overpowered at all, and it would be pretty hard to break it with Snapcaster. Again, I don't see what's not to like.
Life // Death is really on here for Death, so maybe printing the split card is unnecessary, though it would be fine in a cycle with Fire // Ice. Maybe this would be risky with Griselbranned around, but 2 mana for Reanimate seems like a fair bit more than 1, and the life loss is not irrelevant. With no Entomb or Buried Alive, I think you can give Reanimator a little bit of a boost to help add it to the pool of decks worth considering, while not ending up in a place where 4x Leyline of the Void are necessary in every sideboard.
Mirri's Guile might not do enough to be worth running, but getting a mini-SDT effect with fewer of the logistical/power issues seems nice to me. I would want to be sure it doesn't enable some kind of overpowering Counterbalance deck, but the fact that it's only on upkeep rather than at will would hopefully be enough of a hindrance to prevent that from becoming oppressive. In fair (or at least, reasonably fair) decks, this offers a little bit of draw manipulation without requiring blue, which could be enough value to see play.
Innocent Blood may not be needed, but it would certainly be a tool that Black/x control would appreciate. Creatures are better than ever right now, so a quality 1-mana kill spell would have its place. The symmetry of the effect may not be much of a live drawback, but the caster's lack of control over what gets sacrificed is not irrelevant a few turns in against aggro. I think it would be valuable enough to see play but not too stifling. Its interaction with Snapcaster worse than is true of most kill spells, as well.
Modern has a lot of "value" lands, but you can never really have too many, can you?
The obvious place for the cycling lands is as a draw engine with Life from the Loam, which seems like a fair (though powerful) use to me. I wouldn't mind being able to run a small number of cyclers in other decks though, just as protection against flooding out.
The allied fetchlands (Flooded Strand and company) are something I'm actually a bit on the fence about. Allied colors have some advantage with their access to Scars duals and to the Worldwake manlands, so it's interesting that decks using more enemy pairs get an extra set of full-value fetches compared to allied color combinations. Enemy colors tend to have less going for them, so giving them the edge in fetchlands (perhaps the most important color fixers, though shocklands are sort of part and parcel with them) is an interesting twist for the format. That said, the allied fetches are sort of conspicuous in their current absence from Modern, and overall I would like to see them come back. Bringing the ridiculous prices down on the cards would be a plus from my perspective.
Barbarian Ring is maybe a bit of an oddball/longshot on this list because the rest of its cycle is absent- Cephalid Coliseum's uses are only rarely fair, while the rest of the cycle is pretty much trash. Threshold is also a mechanic we may not see come back. I love running the 1x Barbarian Ring in red decks though, where being able to convert a land into damage can be very relevant, allowing you to maintain a sufficient land count while not sacrificing the ability to go to the dome.
Finally, Mishra's Factory might be a little dangerous because it gives Affinity another land that turns into an artifact, but $30 for Mutavaults kind of sucks, especially for decks that don't care that it's a Merfolk/Elf/Pirate/Ninja. Mishra's Factory is a $3 card that is sometimes close to strictly better. Syncopated though it might be, I would like to see the oldest of manlands show up in the most Modern of formats.
@ GoldDraconian - You understand that fetch lands, whether the original ones or worldwake ones cannot fetch scars lands or manlands right? You seem to have misunderstood that in your section about them.
THIS 100X!!! If you don't agree with this then there is no amount of logic that will ever convince you that good, non-oppressive, combos should be allowed. If you don't agree with it then just don't play this game, and you certainly shouldn't feel entitled to make any comment on ban lists ever.
I have to agree with GoldDraconian about counterspells in Modern, as it feels like the current ones are quite lacking.
In my opinion, and if we lived in Magical Christmasland, I would like Counterspell reprinted in an attempt to have viable non-tempo control. Then perhaps the elusive trinity of combo-control-aggro could exist as well. Unfortunately, given that in reality Magic is a barren waste of crushed dreams and bitter tears, Counterspell would probably destroy the format in an unforeseen way.
One problem with reprinting Counterspell, you immediately invalidate basically every counterspell in the cardpool. And that decreases diversity, which I can't see wizards going for.
Remember that it costs :symu::symu: rather than :1mana::symu:. Many decks that run cards such as mana leak cannot support counterspell, at least in the early game.
I don't think it invalidates other counterspells at all, except for maybe cards like deprive.
Remember that it costs :symu::symu: rather than :1mana::symu:. Many decks that run cards such as mana leak cannot support counterspell, at least in the early game.
I don't think it invalidates other counterspells at all, except for maybe cards like deprive.
You really feel this way? I dont see needing UU as a draw back at all with the mana bases we have to play with now. Maybe 5 years or so ago, but not now.
You really feel this way? I dont see needing UU as a draw back at all with the mana bases we have to play with now. Maybe 5 years or so ago, but not now.
back to basics is definitely out of the color pie and OP in mono-u.
ruination, on the other hand, ...
With back to basics are you talking about right now? Blue had plenty of land hate spells in the past. Stasis , Mana Vortex .
Right now, i don't think any color has 'land hate' in their color pie (when it comes to resource denial rather than punishing them for nonbasics through damage); and i think that has to do more with the route design has taken rather then what colors are allowed to do what.
BtB would never make it into a standard set, though. I agree.
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I'm going to jump on the Price of Progress bandwagon. And zoo/weenies do need something to push them a little bit, but I don't know about Mom.
I'd actually like it as a budget substitute for Mutavault.
It might prove to be a bit too good for Affinity though. When I first played Modern, because Factory was available in a modern card frame (EvT), I thought it was legal in the format.
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Big Johnny.
Reprint Opt for Modern!!
FREE DIG THOROUGH TIME!
PLAY MORE ROUGE DECKS!
Mishra's factory would be awesome, and some decks would prefer it over Mutavault. I'm just wondering how they would work that out in the storyline. I would think that they'd do a phyrexian version of the factory before reprinting the original, because if I remember right Mishra was turned phyrexian at some point.
Having a greedy manabase already gives you a bad matchup against burn due to all the shocks. If you want to punish terrible manabases, just play blood moon. Price of progress just makes it impossible to play 3 color decks against any aggro deck, which would only serve to decrease diversity in the format.
Mishra's factory would be cool however. It wouldn't be that much more powerful than mutavault already is, and it's a pretty good "fair" card.
EDIT: Affinity wants the flying on the Nexuses, so they're not switching either.
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$tandard: Too poor.
Modern:
- GW Birthing Pod(?)
Legacy:
- UWR Delver
Factory will increase their resistance to Kataki.
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Big Johnny.
Kataki doesnt stop affinity too bad anymore, cuz they dont have artifact lands. The would much rather play Blinkmoth than Factory.
Both seem really really good, but I think having both would simply be way over powered.
I'd probably be up for having land tax in the format... scroll rack not so much for similar reasons to SDT.
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Big Johnny.
Only if you have more lands than your opponent, and that would mean you'd be a W/// deck...
Interesting yes... seems like it might be too powerful, though.
Opinion. I'd be happier if this format had a bit more power in it. If Sensei's was still around, we would have at least 1 competitive control deck.
-regarding Snapcaster Mage.
(Disclaimer: I pay attention to Modern but I am not the highest-level or most competitive player, so if I say something that seems silly, I might just not have the background knowledge to recognize it as such! So don't worry about it, and I probably won't get mad if you tell me about it.)
Opt
Fact or Fiction OR Accumulated Knowledge
Force Spike OR Memory Lapse OR Counterspell
Foil
I think Opt is a fair compromise between the kind of ugly card filtering we have now in Serum Visions/Sleight of Hand, and Ponder/Preordain which are banned (though I hope Ponder comes back some day...). I can't really see this being much better than Serum Visions or Sleight of Hand, if at all, for combo decks, so I would expect it to be a decent tool for "fair" decks looking for some instant speed card quality.
Fact or Fiction/Accumulated Knowledge are possibly some of the more controversial cards on my list, and certainly FoF is something I recognize might be too powerful, especially if it has to be fed through Standard first. However, I don't think Esper Charm is going to get the job done enabling any kind of traditional control deck. I would like to see a good instant-speed card advantage spell in the format, and these two are I think the best candidates amongst reprints. 3U can net you Unburial Rites + your choice of brutal finishers using Gifts Ungiven, so possibly FoF would not be too oppressive at the same mana cost. AK, meanwhile, only turns into card advantage once you've hit multiples- the first one is kind of ugly.
Similarly, the counter suite for control decks is not quite there. I actually think Counterspell might be the best of the three I suggest to print, both because the UU cost makes it harder to splash and because it doesn't threaten some of the tempo plays that Memory Lapse does. Memory Lapse would, however, still be an improvement late-game over Remand or Mana Leak because it keeps you safe from the spell for at least one turn (barring opposing card draw). Force Spike is, of course, the best defense in the early turns short of Daze (which is more suited for tempo than straight control decks). I would certainly not want all three of these printed because I'm not looking for draw-go to dominate- I just want to see stack control be possible.
Some variant on Counterspell with a drawback (maybe UU to counter target spell and lose 2 life, paralleling Thoughtseize, as someone suggested?) would also be fine in this slot. Again, I'm thinking viability, not dominance.
Foil is a bit of an odd card out here in that I'm not even sure it would be good. Especially without adding some solid card-draw to the format, the discard 2 part of the cost can be pretty crippling for the user. That said, it might be nice to have a free counterspell available, as it influences the way people have to play against you. Foil seems like the fairest free counter not currently in the format, and Disrupting Shoal/Pact of Negation kind of suck.
Dust Bowl
Ruination is close to 'geddon, but it is pretty poor against decks like Faeries (mono-U at least) or Martyr as well as dangerous depending on your own manabase. It can also be thwarted by grabbing basics with your fetches. This one is a little iffy, but I think it's kind of neat to incentivize players to run basics in multicolored decks, since for the most part they're just inferior despite being the building blocks of the game. However, I recognize that it's possible that adding to the tension between grabbing a dual for colors or a basic for reliability may not be interesting enough to offset the negatives to cheap mass land destruction.
Dust Bowl might just be too slow for Modern, in which case reprinting it doesn't really do much. It also has the potential to contribute to mana screw, which is a bit of an unfortunate side effect. However, it is a card that is much more geared toward the long game or toward sniping particular problem lands, which I think would make it relatively safe. The repeatable effect is what I like compared to Tectonic Edge, as it seems like a better tool for control.
Wild Mongrel
Carrion Feeder
Nimble Mongoose's old friend Wild Mongrel is another one I would like to see again. I don't think I want to see UG Madness revived in full, so maybe the Mongrel wouldn't cut it in the Tarmogoyf world, but Mongrel always seemed fun to me since he's always as big as 2 + your hand size if you need him to be, but often you don't and you can keep your cards. As a bonus, he's a common and is easily available, unlike a certain other 1G creature.
Carrion Feeder in some ways has qualities like both Nimble Mongoose and Wild Mongrel, since once again he's a cheap creature that can grow. I always liked him back in the day just as a 1-drop with upside, but Sam Black's Zombies deck shows the kind of potential he has with synergistic creatures like Gravecrawler and Bloodghast. People are asking for Goblin Bombardment, but I think Carrion Feeder is the card I'd rather see even though it's less versatile, since he directly enables Gravecrawler recursion and is less likely to accidentally be more powerful than intended.
Firebolt
Fire // Ice
Life // Death
Mirri's Guile
Innocent Blood
Cabal Therapy is a difficult card to play, but it rewards you for being able to read your opponent (and/or for being a lucksack). Even deciding when the flashback cost is worthwhile is a skill, although some decks (e.g. BW Tokens) would be able to pay the price pretty easily. It's possible that this would just put too many good discard spells for B in the format, but I don't think this would be too big an issue since you can only run so many before you start to cut into your own gameplan.
Firebolt is just a repeatable burn spell. Acceptable (though weak) if you play it once, possible card advantage/reach if you get to play it twice. It's an option for RDW but probably not a strong one since it's usually just 2 damage for them, so it doesn't speed that deck up. I don't see what's not to like, other than having to wait for flashback to get recycled again since we didn't see this in Innistrad block.
Fire // Ice is so much value! Both halves are good, but it doesn't seem overpowered at all, and it would be pretty hard to break it with Snapcaster. Again, I don't see what's not to like.
Life // Death is really on here for Death, so maybe printing the split card is unnecessary, though it would be fine in a cycle with Fire // Ice. Maybe this would be risky with Griselbranned around, but 2 mana for Reanimate seems like a fair bit more than 1, and the life loss is not irrelevant. With no Entomb or Buried Alive, I think you can give Reanimator a little bit of a boost to help add it to the pool of decks worth considering, while not ending up in a place where 4x Leyline of the Void are necessary in every sideboard.
Mirri's Guile might not do enough to be worth running, but getting a mini-SDT effect with fewer of the logistical/power issues seems nice to me. I would want to be sure it doesn't enable some kind of overpowering Counterbalance deck, but the fact that it's only on upkeep rather than at will would hopefully be enough of a hindrance to prevent that from becoming oppressive. In fair (or at least, reasonably fair) decks, this offers a little bit of draw manipulation without requiring blue, which could be enough value to see play.
Innocent Blood may not be needed, but it would certainly be a tool that Black/x control would appreciate. Creatures are better than ever right now, so a quality 1-mana kill spell would have its place. The symmetry of the effect may not be much of a live drawback, but the caster's lack of control over what gets sacrificed is not irrelevant a few turns in against aggro. I think it would be valuable enough to see play but not too stifling. Its interaction with Snapcaster worse than is true of most kill spells, as well.
Allied fetches
Barbarian Ring
Mishra's Factory
The obvious place for the cycling lands is as a draw engine with Life from the Loam, which seems like a fair (though powerful) use to me. I wouldn't mind being able to run a small number of cyclers in other decks though, just as protection against flooding out.
The allied fetchlands (Flooded Strand and company) are something I'm actually a bit on the fence about. Allied colors have some advantage with their access to Scars duals and to the Worldwake manlands, so it's interesting that decks using more enemy pairs get an extra set of full-value fetches compared to allied color combinations. Enemy colors tend to have less going for them, so giving them the edge in fetchlands (perhaps the most important color fixers, though shocklands are sort of part and parcel with them) is an interesting twist for the format. That said, the allied fetches are sort of conspicuous in their current absence from Modern, and overall I would like to see them come back. Bringing the ridiculous prices down on the cards would be a plus from my perspective.
Barbarian Ring is maybe a bit of an oddball/longshot on this list because the rest of its cycle is absent- Cephalid Coliseum's uses are only rarely fair, while the rest of the cycle is pretty much trash. Threshold is also a mechanic we may not see come back. I love running the 1x Barbarian Ring in red decks though, where being able to convert a land into damage can be very relevant, allowing you to maintain a sufficient land count while not sacrificing the ability to go to the dome.
Finally, Mishra's Factory might be a little dangerous because it gives Affinity another land that turns into an artifact, but $30 for Mutavaults kind of sucks, especially for decks that don't care that it's a Merfolk/Elf/Pirate/Ninja. Mishra's Factory is a $3 card that is sometimes close to strictly better. Syncopated though it might be, I would like to see the oldest of manlands show up in the most Modern of formats.
In my opinion, and if we lived in Magical Christmasland, I would like Counterspell reprinted in an attempt to have viable non-tempo control. Then perhaps the elusive trinity of combo-control-aggro could exist as well. Unfortunately, given that in reality Magic is a barren waste of crushed dreams and bitter tears, Counterspell would probably destroy the format in an unforeseen way.
:symw::symr::symb: Tokens
Remember that it costs :symu::symu: rather than :1mana::symu:. Many decks that run cards such as mana leak cannot support counterspell, at least in the early game.
I don't think it invalidates other counterspells at all, except for maybe cards like deprive.
You really feel this way? I dont see needing UU as a draw back at all with the mana bases we have to play with now. Maybe 5 years or so ago, but not now.
I definitely feel that way. I'd much rather mana leak or remand in a RUG tempo deck than counterspell.