Wizards is really being too overly cautious when it comes to countermagic. Perhaps they are trying to "phase it out" in many ways. I do agree that if we are not going to see good multicolor countermagic in a set and block like Ravnica, then where will we see it? I really don't know what else to say.
Between on-cast and uncounterable and poor counterspells, it seems they just want to make the game more and more like Hearthstone. Rather than cater to what made the game so amazing, and stand head and shoulders above basically every other card game (stack interaction and manipulation), they would rather shift focus back to: "You play your thing, get an effect. I kill the thing, then I play my thing" or just keep playing things until you have a cluttered mess board state. I find that level of "Battlecruiser Magic" the most bland and boring that could possibly be. Magic is better than that. Wizards should be embracing stack interaction, not shoveling it to the back. Nothing disgusts me more than feeling like this is their goal for the game moving forward (attached image).
Wizards is really being too overly cautious when it comes to countermagic. Perhaps they are trying to "phase it out" in many ways. I do agree that if we are not going to see good multicolor countermagic in a set and block like Ravnica, then where will we see it? I really don't know what else to say.
Between on-cast and uncounterable and poor counterspells, it seems they just want to make the game more and more like Hearthstone. Rather than cater to what made the game so amazing, and stand head and shoulders above basically every other card game (stack interaction and manipulation), they would rather shift focus back to: "You play your thing, get an effect. I kill the thing, then I play my thing" or just keep playing things until you have a cluttered mess board state. I find that level of "Battlecruiser Magic" the most bland and boring that could possibly be. Magic is better than that. Wizards should be embracing stack interaction, not shoveling it to the back. Nothing disgusts me more than feeling like this is their goal for the game moving forward (attached image).
The fact that hearthstone is more popular would suggest that what makes it "so amazing" is limited to a small number of people.
Wizards is really being too overly cautious when it comes to countermagic. Perhaps they are trying to "phase it out" in many ways. I do agree that if we are not going to see good multicolor countermagic in a set and block like Ravnica, then where will we see it? I really don't know what else to say.
Between on-cast and uncounterable and poor counterspells, it seems they just want to make the game more and more like Hearthstone. Rather than cater to what made the game so amazing, and stand head and shoulders above basically every other card game (stack interaction and manipulation), they would rather shift focus back to: "You play your thing, get an effect. I kill the thing, then I play my thing" or just keep playing things until you have a cluttered mess board state. I find that level of "Battlecruiser Magic" the most bland and boring that could possibly be. Magic is better than that. Wizards should be embracing stack interaction, not shoveling it to the back. Nothing disgusts me more than feeling like this is their goal for the game moving forward (attached image).
The fact that hearthstone is more popular would suggest that what makes it "so amazing" is limited to a small number of people.
Flashy graphics, simplistic and randomized gameplay to reward new players, and based on one of the biggest and most popular computer games of all time didn't hurt. I can see why Wizards is chasing and dumbing down their model to compete. Just sad given our game's stellar history of complexity and nuance in terms of gameplay variety and design.
Edit: It's likely the same thing D&D went through between 3rd edition and now. 4th edition was basically Hearthstone, and 5th edition seems to have hit a sweet spot of balance, accessibility, and complexity. Everything else in Magic design seems pretty good, other than the obvious overcosted and garbage counterspells.
counter magic is still heavily featured in standard. wizards not pushing some spell so a small subset of modern players decks might get better doesnt equate to dumbing down the game. quit being so over dramatic.
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Modern: UWGSnow-Bant Control BURGrixis Death's Shadow GWBCoCo Elves WCDeath and Taxes (sold)
I can understand some players wanting to have interactions with spells on the stack. That part seems to be very minimal nowadays. (I myself was always very biased towards spells, but development aiming more towards creatures has changed that in me.)
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Legacy - Sneak Show, BR Reanimator, Miracles, UW Stoneblade
Premodern - Trix, RecSur, Enchantress, Reanimator, Elves https://www.facebook.com/groups/PremodernUSA/ Modern - Neobrand, Hogaak Vine, Elves
Standard - Mono Red (6-2 and 5-3 in 2 McQ)
Draft - (I wish I had more time for limited...)
Commander - Norin the Wary, Grimgrin, Adun Oakenshield (taking forever to build) (dead format for me)
I too like interacting with the stack and disrupting opponents' strategies, etc., but I don't see how another countermagic card is going to help you achieve your goals.
The low cost, hard counters available in the other eternal formats are a necessity to stop the much faster strategies available in those formats. Modern is a T4 format, right? So having a 0, 1, 2 CMC hard counter to everything isn't required to be competitive. The recent data pulled together by other members, within this thread, shows that the current UW build is near 50/50 across the entire, currently prevailing meta.
None, literally 0, of the counterspells in that deck require anything but U mana sources. Thus, they could all be played in a UR shell as well. You can argue about the requirements of colored sources being different in the decks and so forth. However, I think the ultimate conclusion is not that UR tempo needs better counters, as advocated for in this thread, but it just needs better utility and threat cards.
The cards that have set UW apart and made it competitive again, as others have noted, include Terminus, Jace, Teferi, and Search. Obviously, part of the UW package is also Snapcaster and Colonnade. Of those, UR can play Jace, Search, and Snapcaster, leaving only Terminus, Teferi, and Colonnade out of the common cards between the UW and UR decks.
Ultimately, the conclusion is either, UR tempo needs better utility / threat cards, like those found in the current UW build or folks need to stop trying to jam the cards they want to be good in UR tempo and actually use cards that are good. The argument that UR is garbage because of a lack counter magic is incorrect.
The argument that UR is garbage because of a lack counter magic is incorrect.
Which is also something I have said since January 2016. A new counterspell would be "nice." Nothing more nothing less. The fact that we don't get one (and likely never will) is symptomatic of what I described earlier, with regards to Battlecruiser Magic.
I've made so many of these same points and arguments so many times that I honestly forget some people haven't heard me repeat them enough times to be tirelessly sick of it. Guess that's what happens after being banned twice for arguing what UR needs, and throttling back ever since.
Im curious, what is the reasoning behind not having fetchlands and shocklands together in the same Standard set.
Because it would be horrible. Because it would turn the format into 4-color goodstuff dreck, just like frontier and Khans-BFZ standard. Because multiple rare dual land cycles can't coexist in the same set, since it would be overkill. Because everybody would be shuffling all the time, which Wizards wants to dial back for the sake of time and convenience.
4)How on earth do you design such a narrow counterspell that it's "poor/ok" in Standard but good in Modern? That seems like a complete impossibility for that type of card.
Is Fatal Push too good? What about Assassin's Trophy? Why are those OK, but comparable counterspells with "downsides" of Revolt or ramping your opponent absolutely and completely off limits? Fatal Push was an OK-to-good Standard removal card that never broke anything. Even Treasure Cruise and Dig Through Time were just OK in Standard (and absolutely absurd in every eternal format). There are plenty of ways to get counterspells into Modern without breaking Standard, but it would have to line up with whatever mechanics are in that set. Could have done it with Revolt, but didn't. Could have given opponent a land, but didn't. Could allow opponent to draw a card. Could gain them life. Could deal damage to yourself. Could require conditional statements that turn Counterspell into something between Force Spike and Mana Leak, or some other semi-relevant downgrade:
Counterspell if you control a Mountain and Island, otherwise (downgrade).
Counterspell if it's not your turn, otherwise (downgrade).
Counterspell if you have fewer cards than opponent, otherwise (downgrade).
Counterspell if you control fewer permanents than opponent, otherwise (downgrade).
etc.
We had a Tier 1 control deck during KTK Standard (Esper Dragons) that played literal counterspell and was fine. It's not the end of the world to have a 2cmc UR counter in Standard. It breaks nothing unless some OTHER card abuses it (like Snapcaster and Mana Leak). And no, Teferi does not abuse it, nor can that deck cast it without clunking up their manabase to really awful levels (at least in Standard).
Fatal Push, Assassins Trophy and the like are fine because the permanent still gets to have an effect on the game, unlike counters which only falter against the extremely rare on cast triggers or the unplayable uncounterable creatures (bar Cavern in tribal decks which then again get manhandled by sweepers/removal).
Having conditional 1-2 counterspells in modern provides deck building restrictions instead of everyone just slamming 4x Counterspell and not having to decide in which spot they use which counter since it is trivial being a universal counter. This actually ends up rewarding skill while also giving the opponent the chance to outplay the control player.
Just fyi, recently printed counters fitting into your - 1-2cc counterspell with possible downside - wish include Censor, Ceremonious Rejection and Wizards Retort, so they have actually been regularly printing new conditional counters.
The argument that UR is garbage because of a lack counter magic is incorrect.
Which is also something I have said since January 2016. A new counterspell would be "nice." Nothing more nothing less. The fact that we don't get one (and likely never will) is symptomatic of what I described earlier, with regards to Battlecruiser Magic.
I've made so many of these same points and arguments so many times that I honestly forget some people haven't heard me repeat them enough times to be tirelessly sick of it. Guess that's what happens after being banned twice for arguing what UR needs, and throttling back ever since.
Fair enough, but then why even raise that as an issue? If it's a "nice to have" tool, as opposed to an actual, "this will make the deck viable tool", why in the heck would you even bother to bring it up as a talking point? Especially in a thread that's largely devoted to discussion concerning the B&R announcements....
Cripes, you'd be better off arguing, like however many other people, that un-banning Twin is the best means for making UR a thing, rather than wasting time discussing how it'd be nice to have a moderate upgrade in the form of a 2cmc UR counterspell...
Just fyi, recently printed counters fitting into your - 1-2cc counterspell with possible downside - wish include Censor, Ceremonious Rejection and Wizards Retort, so they have actually been regularly printing new conditional counters.
Which speaks to both points, that a counterspell can be good in Modern and just okay in Standard, but the larger point of, what other counterspells do you want/need? With the added question of, given that all of these already exist, how do you then expect Wizards to print a new Modern playable counter that fits the previously stated criteria of 1-2 CMC, fits nicely into UR tempo, is poor/okay in Standard, is good in Modern, and doesn't overlap with all of the other stuff already out there?
Cripes, you'd be better off arguing, like however many other people, that un-banning Twin is the best means for making UR a thing, rather than wasting time discussing how it'd be nice to have a moderate upgrade in the form of a 2cmc UR counterspell...
That's actually exactly how I got banned... twice.
Needless to say, I absolutely agree with that statement.
Cripes, you'd be better off arguing, like however many other people, that un-banning Twin is the best means for making UR a thing, rather than wasting time discussing how it'd be nice to have a moderate upgrade in the form of a 2cmc UR counterspell...
That's actually exactly how I got banned... twice.
Needless to say, I absolutely agree with that statement.
Cripes, you'd be better off arguing, like however many other people, that un-banning Twin is the best means for making UR a thing, rather than wasting time discussing how it'd be nice to have a moderate upgrade in the form of a 2cmc UR counterspell...
I have to disagree with you and agree with the comment youre arguing against. In recent memory the only izzet card to get any play is electrolyze. And its a maximum 2 of in any deck its played in.
Modern is in need of a 2 mana counterspell and the ones fusionpm created are not bad at all.
GB has everything it could possible want and every ravnica set golgari has been buffed tremendously.
Izzet players are left with no real izzet spell to play with and it is very frustrating. Even the creatures and planeswalkers are rather usless.
And as for you argument about equating a counterspell to removal, its not about just that but the colors and the decks which would use that removal spell. Do you think its fair for a 1 mana sorcery to be able to take anything except lands from a person hand? The decks that will run assassins trophy are equipped to do pretty broken things and Comparing a two mana counterspell to a two mana OP removal in a vacuum is still not an appropriate analysis of the situation.
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Modern RUAffinityUR GMono Green StompyG CEldrazi TronC URWJeskai GeistWRU WRBoros BurnRW BRWMardu PyromancerWRB
Yeah, because at this point this thread has turned into an "unban twin" argument without actually saying twin.
The format has control, it has tempo, it has midrange, it had disruptive aggro. It has a big pile of stuff. But a few people here want ONE deck to exist at the top, and will hate on modern until that ONE deck is up top again. It's just annoying. When we got grixis shadow, it wasn't blue enough. Now miracles is a thing, but it isn't tempo enough. It's clear, particularly for cfusionpm, that the premise is just a thinly veiled claim that some won't be happy until twin or a close analogue exist.
Because WOTC's market research says that people prefer playing with creatures than spells. Interacting with the stack is the most niche appeal that some players have with the game. The majority of players would prefer permanents entering play, particularly creatures and planeswalkers. If anything, WOTC just needs to nuke counterspells once and for all and give blue more traditional removal.
What are you talking about? The decks that would use assassins trophy like abzan, jund and BG rock are usually 60-70% made of non creature spells. If we look at all the top decks the only ones atm that follow what you said is humans. Burn, UW control, jund, abzan, jeskai, KCI are all majority spells.
I dont think the market research youre talking about exists man.
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Modern RUAffinityUR GMono Green StompyG CEldrazi TronC URWJeskai GeistWRU WRBoros BurnRW BRWMardu PyromancerWRB
Cripes, you'd be better off arguing, like however many other people, that un-banning Twin is the best means for making UR a thing, rather than wasting time discussing how it'd be nice to have a moderate upgrade in the form of a 2cmc UR counterspell...
We get yelled at if we do that.
And I will not lie and say I don't also have a personal interest in it being unbanned. No, I don't think it should have been banned. No, I don't think it should still be banned. No, there has never been a suitable replacement for the deck. Yes, I think it's fine for the format. Yes, I absolutely loved the it. And yes, I hedged my money on the fact it would come back one day. The left 3 playsets are the foils I played before the ban, and the right 5 playsets (4 regular, 1 foil) were picked up for dirt cheap in the following year (~$6 foils, ~$2 non-foils). Maybe I'm right, maybe I'm not. But I definitely put my money on my beliefs.
What they are saying by not printing "downside" 1-2cmc counters for Modern is simply: "We do not want counters to be good in Modern."
I think the comment was more, the only format that will benefit from a 2CMC counter is Modern, because every other eternal format already has better options and Standard doesn't need a 2CMC counter. By introducing a 2CMC counter to Standard, so that it can flow in to Modern, would more than likely disrupt Standard significantly and result in a ban, further damaging the image of Standard. If they unban already existing counters so Modern can use them, how does that impact Modern?
Modern already has a plethora of counters and ways to disrupt the stack. Many people dislike stack interaction. And, as we're now seeing, Ux has a very competitively viable build, so how much would adding another, even lower CMC, counter affect the power level of Ux builds?
I think the logical conclusion has to be that 2CMC counter would provide too much power to the Ux decks and further elevate their Top8/16/32 showings. Which then cascades into "slower" magic, with resulting timed-out matches, and logistics issues because more people are playing Ux decks with the powerful 2CMC counters and other decks drop in meta share because they can't get anything successfully through the stack bottle neck.
Obligatory - "OMG that's a way overblown fear..."
How can a 2cmc counter cause logistical issues? Logic knot is currently played and physically takes longer to cast bc of counting the delve and has never caused any time issues.
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Modern RUAffinityUR GMono Green StompyG CEldrazi TronC URWJeskai GeistWRU WRBoros BurnRW BRWMardu PyromancerWRB
I have a feeling we will see a very powerful 2CMC UW spell in the next set whether it be a counterspell or not I think it will be a powerful instant. Reasons being goglari is azorius enemy and I wouldnt put it passed R&D to print something that can be cast with teferis untap ability thinking it will be an okay idea resulting in a busted interaction/combo with the two in standard.
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We dont need 35,6 maybe cards...it is More important in face of modern having 1 great card like teferi or now BG will become. Take the Bad Rest away, we dont need it
I disagree. 'Bad' cards become the glue to put complete decks together. Lantern is a pile of bad cards. UR 'Lock' is a pile of bad cards. I do believe every colour pair should have some good cards in their identity, but the issue is, people dont really agree with Wizards on the identity of some pairs.
UB = Mill, is a pretty obvious one that has caused the colour pair some issues.
lantern is a Bad example, Inquisition, thoughtseize, bridge, decay (now our New decay) is not garbage and even them, this Decks you called are a meta of 1%...dont need clues
Fine, you dont like Lantern as an example, but its irrelevant. 90% of cards coming out of any set are going to be 'bad'. Limited fodder, Standard level '4 mana for draw 2' and the like.
90% are not going to work in Modern at anything above Tier 3.
We are always going to get bad cards, so there is no point in fighting it. Expansion // Explosion for example. The cards are coming regardless.
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UW Spirits
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Between on-cast and uncounterable and poor counterspells, it seems they just want to make the game more and more like Hearthstone. Rather than cater to what made the game so amazing, and stand head and shoulders above basically every other card game (stack interaction and manipulation), they would rather shift focus back to: "You play your thing, get an effect. I kill the thing, then I play my thing" or just keep playing things until you have a cluttered mess board state. I find that level of "Battlecruiser Magic" the most bland and boring that could possibly be. Magic is better than that. Wizards should be embracing stack interaction, not shoveling it to the back. Nothing disgusts me more than feeling like this is their goal for the game moving forward (attached image).
UR ....... WUBR ........... WB ............. RGW ........ UBR ....... WUB .... BGU
Spells / Blink & Combo / Token Grind / Dino Tribal / Draw Cards / Zombies / Reanimate
The fact that hearthstone is more popular would suggest that what makes it "so amazing" is limited to a small number of people.
Flashy graphics, simplistic and randomized gameplay to reward new players, and based on one of the biggest and most popular computer games of all time didn't hurt. I can see why Wizards is chasing and dumbing down their model to compete. Just sad given our game's stellar history of complexity and nuance in terms of gameplay variety and design.
Edit: It's likely the same thing D&D went through between 3rd edition and now. 4th edition was basically Hearthstone, and 5th edition seems to have hit a sweet spot of balance, accessibility, and complexity. Everything else in Magic design seems pretty good, other than the obvious overcosted and garbage counterspells.
UR ....... WUBR ........... WB ............. RGW ........ UBR ....... WUB .... BGU
Spells / Blink & Combo / Token Grind / Dino Tribal / Draw Cards / Zombies / Reanimate
counter magic is still heavily featured in standard. wizards not pushing some spell so a small subset of modern players decks might get better doesnt equate to dumbing down the game. quit being so over dramatic.
UWGSnow-Bant Control
BURGrixis Death's Shadow
GWBCoCo Elves
WCDeath and Taxes(sold)Premodern - Trix, RecSur, Enchantress, Reanimator, Elves https://www.facebook.com/groups/PremodernUSA/
Modern - Neobrand, Hogaak Vine, Elves
Standard - Mono Red (6-2 and 5-3 in 2 McQ)
Draft - (I wish I had more time for limited...)
Commander -
Norin the Wary, Grimgrin, Adun Oakenshield (taking forever to build)(dead format for me)The low cost, hard counters available in the other eternal formats are a necessity to stop the much faster strategies available in those formats. Modern is a T4 format, right? So having a 0, 1, 2 CMC hard counter to everything isn't required to be competitive. The recent data pulled together by other members, within this thread, shows that the current UW build is near 50/50 across the entire, currently prevailing meta.
None, literally 0, of the counterspells in that deck require anything but U mana sources. Thus, they could all be played in a UR shell as well. You can argue about the requirements of colored sources being different in the decks and so forth. However, I think the ultimate conclusion is not that UR tempo needs better counters, as advocated for in this thread, but it just needs better utility and threat cards.
The cards that have set UW apart and made it competitive again, as others have noted, include Terminus, Jace, Teferi, and Search. Obviously, part of the UW package is also Snapcaster and Colonnade. Of those, UR can play Jace, Search, and Snapcaster, leaving only Terminus, Teferi, and Colonnade out of the common cards between the UW and UR decks.
Ultimately, the conclusion is either, UR tempo needs better utility / threat cards, like those found in the current UW build or folks need to stop trying to jam the cards they want to be good in UR tempo and actually use cards that are good. The argument that UR is garbage because of a lack counter magic is incorrect.
Which is also something I have said since January 2016. A new counterspell would be "nice." Nothing more nothing less. The fact that we don't get one (and likely never will) is symptomatic of what I described earlier, with regards to Battlecruiser Magic.
I've made so many of these same points and arguments so many times that I honestly forget some people haven't heard me repeat them enough times to be tirelessly sick of it. Guess that's what happens after being banned twice for arguing what UR needs, and throttling back ever since.
UR ....... WUBR ........... WB ............. RGW ........ UBR ....... WUB .... BGU
Spells / Blink & Combo / Token Grind / Dino Tribal / Draw Cards / Zombies / Reanimate
Because it would be horrible. Because it would turn the format into 4-color goodstuff dreck, just like frontier and Khans-BFZ standard. Because multiple rare dual land cycles can't coexist in the same set, since it would be overkill. Because everybody would be shuffling all the time, which Wizards wants to dial back for the sake of time and convenience.
So I can play nothing but stack heavy spell based Magic?
Where do I sign? :]
Honestly I'm watching the VS Series on SCG, and the games of Twin vs Humans, G-Affinity, and UW have been so nice to watch.
Spirits
Fatal Push, Assassins Trophy and the like are fine because the permanent still gets to have an effect on the game, unlike counters which only falter against the extremely rare on cast triggers or the unplayable uncounterable creatures (bar Cavern in tribal decks which then again get manhandled by sweepers/removal).
Having conditional 1-2 counterspells in modern provides deck building restrictions instead of everyone just slamming 4x Counterspell and not having to decide in which spot they use which counter since it is trivial being a universal counter. This actually ends up rewarding skill while also giving the opponent the chance to outplay the control player.
Just fyi, recently printed counters fitting into your - 1-2cc counterspell with possible downside - wish include Censor, Ceremonious Rejection and Wizards Retort, so they have actually been regularly printing new conditional counters.
Fair enough, but then why even raise that as an issue? If it's a "nice to have" tool, as opposed to an actual, "this will make the deck viable tool", why in the heck would you even bother to bring it up as a talking point? Especially in a thread that's largely devoted to discussion concerning the B&R announcements....
Cripes, you'd be better off arguing, like however many other people, that un-banning Twin is the best means for making UR a thing, rather than wasting time discussing how it'd be nice to have a moderate upgrade in the form of a 2cmc UR counterspell...
Which speaks to both points, that a counterspell can be good in Modern and just okay in Standard, but the larger point of, what other counterspells do you want/need? With the added question of, given that all of these already exist, how do you then expect Wizards to print a new Modern playable counter that fits the previously stated criteria of 1-2 CMC, fits nicely into UR tempo, is poor/okay in Standard, is good in Modern, and doesn't overlap with all of the other stuff already out there?
That's actually exactly how I got banned... twice.
Needless to say, I absolutely agree with that statement.
UR ....... WUBR ........... WB ............. RGW ........ UBR ....... WUB .... BGU
Spells / Blink & Combo / Token Grind / Dino Tribal / Draw Cards / Zombies / Reanimate
I DON'T KNOW WHAT WE'RE YELLING ABOUT!!!!!!!!
We get yelled at if we do that.
Spirits
Modern is in need of a 2 mana counterspell and the ones fusionpm created are not bad at all.
GB has everything it could possible want and every ravnica set golgari has been buffed tremendously.
Izzet players are left with no real izzet spell to play with and it is very frustrating. Even the creatures and planeswalkers are rather usless.
And as for you argument about equating a counterspell to removal, its not about just that but the colors and the decks which would use that removal spell. Do you think its fair for a 1 mana sorcery to be able to take anything except lands from a person hand? The decks that will run assassins trophy are equipped to do pretty broken things and Comparing a two mana counterspell to a two mana OP removal in a vacuum is still not an appropriate analysis of the situation.
RUAffinityUR
GMono Green StompyG
CEldrazi TronC
URWJeskai GeistWRU
WRBoros BurnRW
BRWMardu PyromancerWRB
The format has control, it has tempo, it has midrange, it had disruptive aggro. It has a big pile of stuff. But a few people here want ONE deck to exist at the top, and will hate on modern until that ONE deck is up top again. It's just annoying. When we got grixis shadow, it wasn't blue enough. Now miracles is a thing, but it isn't tempo enough. It's clear, particularly for cfusionpm, that the premise is just a thinly veiled claim that some won't be happy until twin or a close analogue exist.
If they in fact printed a UR spell that would cause trouble for a teferi player wouldnt it? Isnt 3 colors pushing it in standard?
Though I agree they wont do it as long as teferi is in standard though.
RUAffinityUR
GMono Green StompyG
CEldrazi TronC
URWJeskai GeistWRU
WRBoros BurnRW
BRWMardu PyromancerWRB
What are you talking about? The decks that would use assassins trophy like abzan, jund and BG rock are usually 60-70% made of non creature spells. If we look at all the top decks the only ones atm that follow what you said is humans. Burn, UW control, jund, abzan, jeskai, KCI are all majority spells.
I dont think the market research youre talking about exists man.
RUAffinityUR
GMono Green StompyG
CEldrazi TronC
URWJeskai GeistWRU
WRBoros BurnRW
BRWMardu PyromancerWRB
And I will not lie and say I don't also have a personal interest in it being unbanned. No, I don't think it should have been banned. No, I don't think it should still be banned. No, there has never been a suitable replacement for the deck. Yes, I think it's fine for the format. Yes, I absolutely loved the it. And yes, I hedged my money on the fact it would come back one day. The left 3 playsets are the foils I played before the ban, and the right 5 playsets (4 regular, 1 foil) were picked up for dirt cheap in the following year (~$6 foils, ~$2 non-foils). Maybe I'm right, maybe I'm not. But I definitely put my money on my beliefs.
UR ....... WUBR ........... WB ............. RGW ........ UBR ....... WUB .... BGU
Spells / Blink & Combo / Token Grind / Dino Tribal / Draw Cards / Zombies / Reanimate
How can a 2cmc counter cause logistical issues? Logic knot is currently played and physically takes longer to cast bc of counting the delve and has never caused any time issues.
RUAffinityUR
GMono Green StompyG
CEldrazi TronC
URWJeskai GeistWRU
WRBoros BurnRW
BRWMardu PyromancerWRB
RUAffinityUR
GMono Green StompyG
CEldrazi TronC
URWJeskai GeistWRU
WRBoros BurnRW
BRWMardu PyromancerWRB
90% are not going to work in Modern at anything above Tier 3.
We are always going to get bad cards, so there is no point in fighting it. Expansion // Explosion for example. The cards are coming regardless.
Spirits