I guess too many 3 cmc counterspell in Standard is not good. The newbies could be upset if too many stuff cannot resolve.
Ever checked out the MTGA Reddit? It's anecdotal/qualitative evidence, but one of the most popular topics there is complaining to varying degrees about UWx Control and countermagic. I thought all that hate was apocryphal, but seeing it in action online has been eye-opening.
Ah, sorry I don't hang around in those parts of the internet. About counterspells, back in high school someone told me that control decks with plenty of counterspells sometimes caused fistfights.. never personally witnessed such a thing though, and I had a feeling the guy who told me only exaggerated. Fast forward to the present, I've had stuff countered a lot by mana leak, stubborn denial, spell pierce and Cryptic command.. because 2 people in my circle of friends are merfolk player, and one is on GDS. Well, did not feel annoyed at all when my stuff is countered. Probably because my own deck is also good at annoying people, blow up ur lands with my ponza, then kill you with a goyf or batterskull while you can't cast anything .. hehe. just kidding Speaking of annoying decks, the only strategy that truly annoyed me when playing against it is 8-rack, thank goodness that deck is fringe and only one person in our playgroup uses it.
WOTC at least claims that they have data indicating that counterspells are the single worst form of disruption in the game from a player perspective. It's a weird concept to new players, and to non-fans of counters it feels like a term we see here a lot: not getting to play Magic. There's a balancing act to "okay we are printing these chase mythics and no one will bother trying to get them buying packs/boxes if it just gets stopped for UU without even drawing a card" and "okay we are printing these chase mythics and no one can stop one once it enters play, effectively ending the game even if you have to use a stupid deck-tucking ability to win after thirty minutes." It definitely went to far one way through like BFZ until AER. I vaguely remember some guy at R&D even saying they considered reprinting counterspell in Dominaria and didn't think it would ruin everything.
MARO is the one who said they considered reprinting counterspell in Dominaria for the classic feel. But MARO recently said Azorius would be designed to not buff Teferi Decks so I will believe when I see it from MARO quite frankly. And I am not one of those who has personal issue with MARO he seems like a nice guy but he is a bit too close work and a bit too much fanboy and happy go lucky type for me to trust everything he says.
Also I am not inclined to necessarily trust Market Research in particular. There are plenty ways to bias polls to get what you want. But my distrust mostly relates to old sets in that I don't think Power or Quality of Standard is nearly as easy to separate from the Flavor and Lore of Planes when rating sets. Plus I don't see a massive difference from eating a counter to watching fatal push kill your haste less creature before you do anything.
They've said before that most people, probably newer players, always feel way worse when their spell gets countered than when it gets killed by a removal spell. I think it has to do with removal being at least somewhat narrow where counterspells aren't, and there's something about it actually hitting the board and passing the turn vs it just going straight to the yard.
I personally think the design team shouldn't care about that. Blue and counterspells have been a part of magic since the beginning. I don't get why people complaining about counterspells have any merit. Counterspell should be apart of Modern, I don't really see why it shouldn't
They've said before that most people, probably newer players, always feel way worse when their spell gets countered than when it gets killed by a removal spell. I think it has to do with removal being at least somewhat narrow where counterspells aren't, and there's something about it actually hitting the board and passing the turn vs it just going straight to the yard.
I personally think the design team shouldn't care about that. Blue and counterspells have been a part of magic since the beginning. I don't get why people complaining about counterspells have any merit. Counterspell should be apart of Modern, I don't really see why it shouldn't
The first notion you bring up, was a survey done shortly after 8th Edition was released. Land Destruction and Counter Magic (according to various sources throughout the years following) were shown to be the worst experiences rated among magic players. It's also quite natural to see logically as well. Some people on these very forums clamor for a Blood Moon banning meanwhile they can essentially lose a game as early as turn 2.
Both mechanics have something very similar, they do not allow the opponent to play Magic. Add that in combination that the game includes Mana Screw or Flood based on it's inherent variation, and you can lose quite a few games due to chance more than anything else.
I would argue that Counterspell wouldn't help the subset of decks or archetypes most people claim they would like to have it for. The other argument which I am a proponent of is I find restrictive countermagic interested in deck design.
Although I am glad for the Absorb printing (an actual card to help against both combo and aggro, I feel people are evaluating the card incorrectly) Undermine and Prohibit are still on my wishlist to enter the Modern format. I just feel robbed as to how many times Prohibit and the Kicker Mechanic could have easily entered Standard and was never printed.
What’s the difference between “broken” and “powerful”?
I see them used a lot here, on reddit, discord, or in real life, and often interchangeably. I’d think they’d be different though. I want there to be powerful cards. I don’t want there to be cards that are unbalanced (the term I prefer) which is what broken has always meant to me. What are some powerful but not broken cards? Bolt, thoughtseize, snapcaster, goyf, Jace, lili, and path are powerful. TC, DTT, Eye, and GGT are unbalanced cards to me.
What’s the difference between “broken” and “powerful”?
I see them used a lot here, on reddit, discord, or in real life, and often interchangeably. I’d think they’d be different though. I want there to be powerful cards. I don’t want there to be cards that are unbalanced (the term I prefer) which is what broken has always meant to me. What are some powerful but not broken cards? Bolt, thoughtseize, snapcaster, goyf, Jace, lili, and path are powerful. TC, DTT, Eye, and GGT are unbalanced cards to me.
That's the problem. It's not only a subjective matter but also a matter of context too. TC and DTT for example were powerful but not broken in Standard since that's what they were designed for.
Eye is objectively a horrible card. A legendary land that doesn't even tap for mana but of course a bunch of pushed Eldrazi were made and the Urza lands easily take care of the activated ability.
Broken is a termed used when the power level of something in a game is a lot higher than probably was intended, and the things that are supposed to be good against it don't really exist or are ineffective. Usually broken means that there is no good counterplay or that the metagame is warped around that single mechanic or entity.
A good test to measure when something is broken is to ask the question: in any situation, would I just rather be playing "X broken thing" over pretty much anything else?
"Would I rather just play Ancestral Recall here over anything else?" Most likely no.
MARO is the one who said they considered reprinting counterspell in Dominaria for the classic feel. But MARO recently said Azorius would be designed to not buff Teferi Decks so I will believe when I see it from MARO quite frankly. And I am not one of those who has personal issue with MARO he seems like a nice guy but he is a bit too close work and a bit too much fanboy and happy go lucky type for me to trust everything he says.
Timmys trying to cast large dinosaurs would be upset when their dinos turn to air if counterspell is reprinted in Dominaria. Standard has many beginners and this is probably why counterspell is hard to reprint.. they are afraid of turning away people who are just entering the game. Somewhere here in the modern forum, I remember someone mentioned about the reprinting of Modern legal cards in a non-standard set, I think that would solve the problem of rookies getting feelings hurt by counterspell.
Well sure they cast their Dino but does it really matter if its countered or instantly eats removal? I don't think so.
Also its not like they don't print counters just weak ones and by the time Timmy has enough mana to cast his big Dino, the blue player will have enough for ionize, sinister sabotage or whatever so I don't really buy that argument.
Now I will agree its not clear with counter what happens to the card as a novice. Hand, Graveyard, Exile?
I personally think the design team shouldn't care about that. Blue and counterspells have been a part of magic since the beginning. I don't get why people complaining about counterspells have any merit. Counterspell should be apart of Modern, I don't really see why it shouldn't
Also believe that Counterspell should be a part of modern. It should have been here a long time ago. If it becomes oppressive in Standard, they could just ban it.. things getting banned seem to be the norm in that format anyway.
id take force of will over counterspell in modern any day, and twice on sunday. if the intention is to combat decks streamlined to be fast and their most powerful nut draws then you need to be hitting their turn 1-2 setup plays. a 2 cmc spell with UU casting cost isnt very well suited to do that.
a lot of the complaints about modern are typically centered on there being so many 'game 1' decks. its just phrased with stuff like 'linear'. these decks play the way they do, with a heavy emphasis on optimal sequencing of their opening hand and draws, because there isnt any fear of reprisal. no counterplay that they have to respect.
having decks that can snap off a turn 1 opal, vial, lootings, etc. suddenly they have to evaluate if their hand is functional without them, instead of how it currently is where they just know it will happen as planned.
also FoW is good against that type of stuff, but quite poor against everything else. the same cant be said for counterspell.
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I personally think the design team shouldn't care about that. Blue and counterspells have been a part of magic since the beginning. I don't get why people complaining about counterspells have any merit. Counterspell should be apart of Modern, I don't really see why it shouldn't
Also believe that Counterspell should be a part of modern. It should have been here a long time ago. If it becomes oppressive in Standard, they could just ban it.. things getting banned seem to be the norm in that format anyway.
Standard saw a lot of bans in the last two years, but that's hardly the "norm in that format" by any measure. Standard was overwhelmingly ban-free for years. Bad design decisions led to a wave of bannings which coincided in huge Standard popularity dips. Wizards will do everything possible to avoid going back to that place. As such, Wizards is never going to print a Standard-legal card designed for Modern that knowingly threatens to break Standard with the willful fallback of a ban. That's just not going to happen. Counterspell is probably safe in a Standard-legal set overall. It's just not safe with Teferi also legal. By a similar token, there might be Standard formats where something like Chain Lightning was a fair card. This current Standard format, with its dearth of viable red-based aggro, is not that format. Wizards is just doing their due diligence by avoiding such cards in Standard, and the newfound diversity and popularity of the format is a testament to this.
id take force of will over counterspell in modern any day, and twice on sunday. if the intention is to combat decks streamlined to be fast and their most powerful nut draws then you need to be hitting their turn 1-2 setup plays. a 2 cmc spell with UU casting cost isnt very well suited to do that.
a lot of the complaints about modern are typically centered on there being so many 'game 1' decks. its just phrased with stuff like 'linear'. these decks play the way they do, with a heavy emphasis on optimal sequencing of their opening hand and draws, because there isnt any fear of reprisal. no counterplay that they have to respect.
having decks that can snap off a turn 1 opal, vial, lootings, etc. suddenly they have to evaluate if their hand is functional without them, instead of how it currently is where they just know it will happen as planned.
also FoW is good against that type of stuff, but quite poor against everything else. the same cant be said for counterspell.
Unlike with Counterspell, I struggle to envision a Standard format where this card is fair and balanced. Moreover, I struggle to imagine Wizards assessing this card in any Standard and believing it's a safe design. I also think Wizards views Legacy as a format for stuff like FoW, Wasteland, Brainstorm, etc., and won't port those cards into either Modern or Standard any time soon. All three of these reasons, at least one of which is a legitimate barrier, will prevent FoW from coming to Modern. The card is just too good in any Standard format where blue is at least remotely viable. The only format where I could see FoW existing is a format where blue was deliberately stunted around FoW. But if the best example of that is the current Teferi-driven format, which still has Search, Settle, Sabotage, Niv, and a half dozen other powerful enablers, it seems more likely that any diverse (i.e. well-designed) Standard format is going to lead to a scenario where FoW is way too strong.
I could definitely see a FoW tribute that works better in Modern than in Standard. Something like:
Forcing Will3UU Instant
If you control an island, you may pay 1 life, exile a blue card from your hand, and exile a land from your graveyard rather than pay this spell's mana cost.
Counter target spell.
This kind of templating (tweak numbers if needed) could exist in certain Standards. Even if you think this particular version would be too easily broken by things like Evolving Wilds/Terramorphic Expanse, we could still probably figure out a way to get a FoW through Standard and into Modern with only a little bit of conversation. Revolt FoW is another option.
I personally think the design team shouldn't care about that. Blue and counterspells have been a part of magic since the beginning. I don't get why people complaining about counterspells have any merit. Counterspell should be apart of Modern, I don't really see why it shouldn't
Also believe that Counterspell should be a part of modern. It should have been here a long time ago. If it becomes oppressive in Standard, they could just ban it.. things getting banned seem to be the norm in that format anyway.
Standard saw a lot of bans in the last two years, but that's hardly the "norm in that format" by any measure. Standard was overwhelmingly ban-free for years. Bad design decisions led to a wave of bannings which coincided in huge Standard popularity dips. Wizards will do everything possible to avoid going back to that place. As such, Wizards is never going to print a Standard-legal card designed for Modern that knowingly threatens to break Standard with the willful fallback of a ban. That's just not going to happen. Counterspell is probably safe in a Standard-legal set overall. It's just not safe with Teferi also legal. By a similar token, there might be Standard formats where something like Chain Lightning was a fair card. This current Standard format, with its dearth of viable red-based aggro, is not that format. Wizards is just doing their due diligence by avoiding such cards in Standard, and the newfound diversity and popularity of the format is a testament to this.
id take force of will over counterspell in modern any day, and twice on sunday. if the intention is to combat decks streamlined to be fast and their most powerful nut draws then you need to be hitting their turn 1-2 setup plays. a 2 cmc spell with UU casting cost isnt very well suited to do that.
a lot of the complaints about modern are typically centered on there being so many 'game 1' decks. its just phrased with stuff like 'linear'. these decks play the way they do, with a heavy emphasis on optimal sequencing of their opening hand and draws, because there isnt any fear of reprisal. no counterplay that they have to respect.
having decks that can snap off a turn 1 opal, vial, lootings, etc. suddenly they have to evaluate if their hand is functional without them, instead of how it currently is where they just know it will happen as planned.
also FoW is good against that type of stuff, but quite poor against everything else. the same cant be said for counterspell.
Unlike with Counterspell, I struggle to envision a Standard format where this card is fair and balanced. Moreover, I struggle to imagine Wizards assessing this card in any Standard and believing it's a safe design. I also think Wizards views Legacy as a format for stuff like FoW, Wasteland, Brainstorm, etc., and won't port those cards into either Modern or Standard any time soon. All three of these reasons, at least one of which is a legitimate barrier, will prevent FoW from coming to Modern. The card is just too good in any Standard format where blue is at least remotely viable. The only format where I could see FoW existing is a format where blue was deliberately stunted around FoW. But if the best example of that is the current Teferi-driven format, which still has Search, Settle, Sabotage, Niv, and a half dozen other powerful enablers, it seems more likely that any diverse (i.e. well-designed) Standard format is going to lead to a scenario where FoW is way too strong.
I could definitely see a FoW tribute that works better in Modern than in Standard. Something like:
Forcing Will3UU Instant
If you control an island, you may pay 1 life, exile a blue card from your hand, and exile a land from your graveyard rather than pay this spell's mana cost.
Counter target spell.
This kind of templating (tweak numbers if needed) could exist in certain Standards. Even if you think this particular version would be too easily broken by things like Evolving Wilds/Terramorphic Expanse, we could still probably figure out a way to get a FoW through Standard and into Modern with only a little bit of conversation. Revolt FoW is another option.
I didn't play during Alliances, but I actually disagree that FoW is too powerful for Standard. I only know the card in the context of powered up formats like Legacy, Vintage, and Cube. I can imagine a format where the power is lower, and control isn't even that powerful, which isn't that uncommon when it comes to Standard. FoW has major drawbacks.
The only format where I could see FoW existing is a format where blue was deliberately stunted around FoW.
And so what if it is? Right now Teferi is being designed around straight up, what's the difference if its Force of Will (or any other Blue card) instead? In my opinion, Teferi is a more powerful card than Force of Will in a format that can actually tap out on 5 and not die. At the end of the day, FoW is still just a counterspell with -1 card advantage
While I agree with others that the power level of Force of Will is not super busted, it will never happen in Standard because players don't like having stuff countered when their opponent is completely tapped out. It's bad enough that they don't like having stuff countered when the opponent has UU up...
Even Shoals were kind of pushing it in Standard at the time and people have become way less accepting.
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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 think this would make the format very interesting and a brewers paradise. It would hit so many of the most played and most complained about archetypes:
. KCI
. Phoenix
. Tron
. Dredge
. Hollow One
. Amulet Titan
. Scales Affinity
Yeah I sure hope my $500-$1k deck isnt one of the "Anceint Stirrings or Lootings decks." If it happens to be, then oh well, I guess its a brewers paradise so my money that I saved up to finally finish a Modern deck wont go to waste.
I also hope that when I do brew my next combo deck, a card wont get banned again, since I guess if my combo deck is on the same level as trash-nauseum, then people wont cry about it. Or I can just go back to storm, and let people cry for a grapeshot ban like they did a year ago
If your goal is to ban cards to create a brewers paradise why stop at those two? Ban Stirrings, Looting, Aether Vial, Serum Vision, Tarmogoyf, and Lightning Bolt. Then we can get some real shake up going.
I hate the "brewer's paradise" argument. It will be a brew-for-all until the next optimal combinations of cards are found. There's no such paradise in existence in any card game or format. There are only formats and games with so little audience that nobody has put forth the time and effort to figure out what is the best.
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Ah, sorry I don't hang around in those parts of the internet. About counterspells, back in high school someone told me that control decks with plenty of counterspells sometimes caused fistfights.. never personally witnessed such a thing though, and I had a feeling the guy who told me only exaggerated. Fast forward to the present, I've had stuff countered a lot by mana leak, stubborn denial, spell pierce and Cryptic command.. because 2 people in my circle of friends are merfolk player, and one is on GDS. Well, did not feel annoyed at all when my stuff is countered. Probably because my own deck is also good at annoying people, blow up ur lands with my ponza, then kill you with a goyf or batterskull while you can't cast anything .. hehe. just kidding Speaking of annoying decks, the only strategy that truly annoyed me when playing against it is 8-rack, thank goodness that deck is fringe and only one person in our playgroup uses it.
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Also I am not inclined to necessarily trust Market Research in particular. There are plenty ways to bias polls to get what you want. But my distrust mostly relates to old sets in that I don't think Power or Quality of Standard is nearly as easy to separate from the Flavor and Lore of Planes when rating sets. Plus I don't see a massive difference from eating a counter to watching fatal push kill your haste less creature before you do anything.
I personally think the design team shouldn't care about that. Blue and counterspells have been a part of magic since the beginning. I don't get why people complaining about counterspells have any merit. Counterspell should be apart of Modern, I don't really see why it shouldn't
URStormRU
GRTitanshift[mana]RG/mana]
The first notion you bring up, was a survey done shortly after 8th Edition was released. Land Destruction and Counter Magic (according to various sources throughout the years following) were shown to be the worst experiences rated among magic players. It's also quite natural to see logically as well. Some people on these very forums clamor for a Blood Moon banning meanwhile they can essentially lose a game as early as turn 2.
Both mechanics have something very similar, they do not allow the opponent to play Magic. Add that in combination that the game includes Mana Screw or Flood based on it's inherent variation, and you can lose quite a few games due to chance more than anything else.
I would argue that Counterspell wouldn't help the subset of decks or archetypes most people claim they would like to have it for. The other argument which I am a proponent of is I find restrictive countermagic interested in deck design.
Although I am glad for the Absorb printing (an actual card to help against both combo and aggro, I feel people are evaluating the card incorrectly) Undermine and Prohibit are still on my wishlist to enter the Modern format. I just feel robbed as to how many times Prohibit and the Kicker Mechanic could have easily entered Standard and was never printed.
I see them used a lot here, on reddit, discord, or in real life, and often interchangeably. I’d think they’d be different though. I want there to be powerful cards. I don’t want there to be cards that are unbalanced (the term I prefer) which is what broken has always meant to me. What are some powerful but not broken cards? Bolt, thoughtseize, snapcaster, goyf, Jace, lili, and path are powerful. TC, DTT, Eye, and GGT are unbalanced cards to me.
That's the problem. It's not only a subjective matter but also a matter of context too. TC and DTT for example were powerful but not broken in Standard since that's what they were designed for.
Eye is objectively a horrible card. A legendary land that doesn't even tap for mana but of course a bunch of pushed Eldrazi were made and the Urza lands easily take care of the activated ability.
A good test to measure when something is broken is to ask the question: in any situation, would I just rather be playing "X broken thing" over pretty much anything else?
"Would I rather just play Ancestral Recall here over anything else?" Most likely no.
URStormRU
GRTitanshift[mana]RG/mana]
Not All Powerful Cards Are Broken.
But obviously definitions vary and format (ie what cards exist) matters.
Timmys trying to cast large dinosaurs would be upset when their dinos turn to air if counterspell is reprinted in Dominaria. Standard has many beginners and this is probably why counterspell is hard to reprint.. they are afraid of turning away people who are just entering the game. Somewhere here in the modern forum, I remember someone mentioned about the reprinting of Modern legal cards in a non-standard set, I think that would solve the problem of rookies getting feelings hurt by counterspell.
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Also its not like they don't print counters just weak ones and by the time Timmy has enough mana to cast his big Dino, the blue player will have enough for ionize, sinister sabotage or whatever so I don't really buy that argument.
Now I will agree its not clear with counter what happens to the card as a novice. Hand, Graveyard, Exile?
Also believe that Counterspell should be a part of modern. It should have been here a long time ago. If it becomes oppressive in Standard, they could just ban it.. things getting banned seem to be the norm in that format anyway.
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Make me think though what would a UW, UR, UB and/or UG Counterspell variant look like.
a lot of the complaints about modern are typically centered on there being so many 'game 1' decks. its just phrased with stuff like 'linear'. these decks play the way they do, with a heavy emphasis on optimal sequencing of their opening hand and draws, because there isnt any fear of reprisal. no counterplay that they have to respect.
having decks that can snap off a turn 1 opal, vial, lootings, etc. suddenly they have to evaluate if their hand is functional without them, instead of how it currently is where they just know it will happen as planned.
also FoW is good against that type of stuff, but quite poor against everything else. the same cant be said for counterspell.
UWGSnow-Bant Control
BURGrixis Death's Shadow
GWBCoCo Elves
WCDeath and Taxes(sold)Spirits
Standard saw a lot of bans in the last two years, but that's hardly the "norm in that format" by any measure. Standard was overwhelmingly ban-free for years. Bad design decisions led to a wave of bannings which coincided in huge Standard popularity dips. Wizards will do everything possible to avoid going back to that place. As such, Wizards is never going to print a Standard-legal card designed for Modern that knowingly threatens to break Standard with the willful fallback of a ban. That's just not going to happen. Counterspell is probably safe in a Standard-legal set overall. It's just not safe with Teferi also legal. By a similar token, there might be Standard formats where something like Chain Lightning was a fair card. This current Standard format, with its dearth of viable red-based aggro, is not that format. Wizards is just doing their due diligence by avoiding such cards in Standard, and the newfound diversity and popularity of the format is a testament to this.
Unlike with Counterspell, I struggle to envision a Standard format where this card is fair and balanced. Moreover, I struggle to imagine Wizards assessing this card in any Standard and believing it's a safe design. I also think Wizards views Legacy as a format for stuff like FoW, Wasteland, Brainstorm, etc., and won't port those cards into either Modern or Standard any time soon. All three of these reasons, at least one of which is a legitimate barrier, will prevent FoW from coming to Modern. The card is just too good in any Standard format where blue is at least remotely viable. The only format where I could see FoW existing is a format where blue was deliberately stunted around FoW. But if the best example of that is the current Teferi-driven format, which still has Search, Settle, Sabotage, Niv, and a half dozen other powerful enablers, it seems more likely that any diverse (i.e. well-designed) Standard format is going to lead to a scenario where FoW is way too strong.
I could definitely see a FoW tribute that works better in Modern than in Standard. Something like:
Forcing Will 3UU
Instant
If you control an island, you may pay 1 life, exile a blue card from your hand, and exile a land from your graveyard rather than pay this spell's mana cost.
Counter target spell.
This kind of templating (tweak numbers if needed) could exist in certain Standards. Even if you think this particular version would be too easily broken by things like Evolving Wilds/Terramorphic Expanse, we could still probably figure out a way to get a FoW through Standard and into Modern with only a little bit of conversation. Revolt FoW is another option.
I didn't play during Alliances, but I actually disagree that FoW is too powerful for Standard. I only know the card in the context of powered up formats like Legacy, Vintage, and Cube. I can imagine a format where the power is lower, and control isn't even that powerful, which isn't that uncommon when it comes to Standard. FoW has major drawbacks.
And so what if it is? Right now Teferi is being designed around straight up, what's the difference if its Force of Will (or any other Blue card) instead? In my opinion, Teferi is a more powerful card than Force of Will in a format that can actually tap out on 5 and not die. At the end of the day, FoW is still just a counterspell with -1 card advantage
URStormRU
GRTitanshift[mana]RG/mana]
What would revolt counterspell even look like?
Even Shoals were kind of pushing it in Standard at the time and people have become way less accepting.
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 think this would make the format very interesting and a brewers paradise. It would hit so many of the most played and most complained about archetypes:
. KCI
. Phoenix
. Tron
. Dredge
. Hollow One
. Amulet Titan
. Scales Affinity
Decks that would remain unaffected:
. Spirits
. Humans
. UW
. Jeskai
. Grixis Shadow
. Storm
. Burn
. Jund
. Infect
. Druid Combo
Thoughts?
I also hope that when I do brew my next combo deck, a card wont get banned again, since I guess if my combo deck is on the same level as trash-nauseum, then people wont cry about it. Or I can just go back to storm, and let people cry for a grapeshot ban like they did a year ago
URStormRU
GRTitanshift[mana]RG/mana]