I don't particularly like the "but it is dead lategame" argument either. That argument is true for most ramp effects, yet they still see plenty of play. The benefits clearly outweigh the drawback in this case.
The difference between traditional ramp and this card in the late game being that traditional ramp can at least play other cards, power out X spells, allow you to multi-spell, thin your deck, etc. Lotus does literally one thing. Which is a strong thing, sure, but the average case for it is going to be 'dead card in hand' since any given card is much more likely to NOT be in the opener. That's a really bad floor to risk for the ceiling offered.
The floor ain't so bad when it requires you to already have your commander on the battlefield.
Jeweled Lotus is very, very good, imo. Maybe not Mana Crypt and Sol Ring broken, but still very good. The problem is of course that Jeweled Lotus is an additional card that can power out commanders turn 1-2. So a deck with Mana Crypt, Sol Ring and Jeweled Lotus now probably has a significant chance of casting a 4-5 CMC commander turn 1 or 2.
I don't buy into the "but it makes you the archenemy" argument. Clearly that argument can be used to defend any über-powered card, and leads to a slippery slope.
I don't particularly like the "but it is dead lategame" argument either. That argument is true for most ramp effects, yet they still see plenty of play. The benefits clearly outweigh the drawback in this case.
My top 10:
1) The new flip duals: standard defining cards that unfortunately only six color pairs get this time.
2) Sea Gate Stormcaller: i have a feeling this is Snapcaster Mage-level powerful. Saving mana and/or additional costs make it better than snapcaster in some situations.
3) Akoum Hellhound: This plus Steppe Lynx makes for seriously hard hitters turn 1 in eternal formats.
4) Agadeem's Awakening: Death's Shadow decks seem like the obvious fit, but I will not be surprised if it even finds a home in standard.
5) Nighthawk Scavenger: A Vampire Nighthawk that is even more powerful lategame. A must-kill for opponents.
6) Scourge of the Skyclaves: In eternal formats this is probably Tarmogoyf plus size when it hits. Insane power-to-CMC ratio.
7) Thundering Rebuke: Simple and efficient removal spell.
8) Jwari Disruption: A Force Spike that is not dead lategame seems nice.
9) Emeria's Call: Ensuring early land drops, and lategame action is very relevant for most decks that play white.
10) Skyclave Cleric: I think this may be MVP against aggro. Being played as a land when you need it is very good.
Honorable mentions Skyclave Apparition: Catch-all removal for 3 mana Bubble Snare: Removal for a single blue mana Bloodchief's Thirst: More cheap removal. I'm not as high on this as many others. Sorcery speed is a major drawback, imo. Fireblade Charger: cheap and goblin creature type makes me think this may be playable in eternal formats Turntimber Symbiosis: Any green deck that is not concerned with life total will play this. Valakut Exploration: Seems like it will be relatively easy to trigger this every turn by playing flip-lands.
In any deck that can accept an etbt land this card seems like a no-brainer. Only question is whether the other flip-lands are more powerful, and whether they will be played instead or in addition to this, imo.
Except this example is pretty clearly not about late game.
How do you figure? Anytime you play Fabled Passage turns 4+ it's obviously better than Evolving Wilds. And as I said, if you play no 1-drops the ETBT drawback is practically non-existent.
It's vastly better than Evolving Wilds, of course. In decks that don't play 1-drops there is basically no tempo-loss playing Fabled Passage. Also, drawing multiples is also less awkward.
It is much easier to break the symmetry on an aggressive 2-cost red creature than on a clunky 4-cost blue creature. I think it has potential. Narset is a bad beating, though.
The floor ain't so bad when it requires you to already have your commander on the battlefield.
I don't buy into the "but it makes you the archenemy" argument. Clearly that argument can be used to defend any über-powered card, and leads to a slippery slope.
I don't particularly like the "but it is dead lategame" argument either. That argument is true for most ramp effects, yet they still see plenty of play. The benefits clearly outweigh the drawback in this case.
1) The new flip duals: standard defining cards that unfortunately only six color pairs get this time.
2) Sea Gate Stormcaller: i have a feeling this is Snapcaster Mage-level powerful. Saving mana and/or additional costs make it better than snapcaster in some situations.
3) Akoum Hellhound: This plus Steppe Lynx makes for seriously hard hitters turn 1 in eternal formats.
4) Agadeem's Awakening: Death's Shadow decks seem like the obvious fit, but I will not be surprised if it even finds a home in standard.
5) Nighthawk Scavenger: A Vampire Nighthawk that is even more powerful lategame. A must-kill for opponents.
6) Scourge of the Skyclaves: In eternal formats this is probably Tarmogoyf plus size when it hits. Insane power-to-CMC ratio.
7) Thundering Rebuke: Simple and efficient removal spell.
8) Jwari Disruption: A Force Spike that is not dead lategame seems nice.
9) Emeria's Call: Ensuring early land drops, and lategame action is very relevant for most decks that play white.
10) Skyclave Cleric: I think this may be MVP against aggro. Being played as a land when you need it is very good.
Honorable mentions
Skyclave Apparition: Catch-all removal for 3 mana
Bubble Snare: Removal for a single blue mana
Bloodchief's Thirst: More cheap removal. I'm not as high on this as many others. Sorcery speed is a major drawback, imo.
Fireblade Charger: cheap and goblin creature type makes me think this may be playable in eternal formats
Turntimber Symbiosis: Any green deck that is not concerned with life total will play this.
Valakut Exploration: Seems like it will be relatively easy to trigger this every turn by playing flip-lands.
How do you figure? Anytime you play Fabled Passage turns 4+ it's obviously better than Evolving Wilds. And as I said, if you play no 1-drops the ETBT drawback is practically non-existent.
I predict I will lose so many games to this, when I fail to find early removal.