Like I said, Standard doesn't offer either the threats that would mandate running FoW nor the ability to recover from the kind of card disadvantage the cards implies.
Are you kidding me? You pitch the worst blue card in your hand, whatever it may be. You pitch Azorius Charm, or Divination, or even Revelation. You tap out for whatever you want, and you get to fill your deck with draw spells as a result. Your argument implies that people don't pitch good cards in legacy, when they do all the time, because the decks only have good blue cards. Force of Will would not be fair in standard, plain and simple. To think otherwise is to be delusional.
Why are you even arguing over that? Vintage OBVIOUSLY has both a banned and a restricted list. It doesn't matter why the cards are banned.
Actually it most definitely does. The vintage banlist has an entirely different purpose that any other banlist. The argument should simply be clarified that vintage doesn't ban based on power level, choosing instead to restrict for that purpose. Otherwise, legacy is the only other format that includes the same bans, and only because it shares the same cardpool.
1) How prevalent are these indestructible enchantments that they need to print an overly broad common answer to them?
2) Why green?
Green can deal with artifacts and enchantments true, but white is the color best at dealing with enchantments (erase) and has exile effects more than green.
Clearly they wanted Naturalize but didn't want for it to cost 2 mana. Add a mana, make it a sorcery, and in return increase its power a little. It kills gods, but not explicitly, and it fits limited well. Yes, it's weaker overall, but that seems to be what development intended. It's still entirely possible (and probable) that white has some sort of answer as well.
Also green can chump-block the gods very easily, especially since the gods don't have trample. I thought green PREFERED the game to be about giant monsters slugging into it other anyway, so why is green becoming a removal color for this set?
How is green the removal color? They have a Naturalize variant. That changes nothing.
What is the specific need for green to have exile effects at common in this set?
Let me ask it a different way. How would you feel if the following card had been printed in Scars of Mirrodin?
Infect Sucks1UU
Instant [C]
Counter target spell. You lose all poison counters.
That's a terrible example. For one thing, they don't remove poison counters. Additionally, stopping a mechanic of the set is just a part of the game. As already mentioned, Scars had Revoke Existence AND Shatter, not to mention plenty of other disenchant effects. Having access to removal is just a part of magic. Your opponents have creatures, you have Doom Blade. Your opponents have spells, you have Negate. This card isn't even that insane given that it's three mana and a sorcery.
Actually Snapcaster will have little to no interaction with this card because it gets exiled. The only way it will is if Whispering Madness is discarded or countered.
Snapcaster can actually flash back any spell with cipher in a graveyard and encode it onto itself. The flashback doesn't stop encoding because all flashback wants is to exile, which cipher does as well. Not to mention that encoding is a may, not a must.
Like I said before, all it takes is a good cheap extort creature and it's suddenly awesome in aggressive strategies. Aggressive decks flood sometimes and having something to do with extra mana that still progresses your game plan without costing a card is very good.
I'm tired of seeing people judge a mechanic based on one or two cards, especially when those cards are rares and therefore aren't a good example of the ability. I see extort being way better than people are giving it credit for much like pretty much every other mechanic in this block. Blood Artist is an 0/1 that has helped win tournaments and the fact that there could be a cheap dude that triggers every time you cast a Gravecrawler is pretty great.
People said there'd be no reason not to unleash and yet leaving that Roustabout as a 1/1 unkillable blocker has proven QUITE useful, not to mention that a 2/2 Splatter Thug is pretty good as well. Don't judge the mechanic based on the one card that used it, judge the mechanic based the cards that COULD use it.
While making your opponent pay mana is a bit more flavorful, there's been a push in recent years not to put the onus on the opponent to worry about one's triggers. Think rhystic study- how many times have you forgotten to pay or draw with it? Sure, one could argue that that's what you get for forgetting, but people will enjoy remembering their own triggers for their own stuff instead of making their opponent remember. Not to mention you're still at least extorting their life total.
Seems like it still has potential to be as good as maro claims it is. Also it could combo with scavenge if they do a future sight-style mechanic mixup dealio in DGM.
Ehh, looks pretty weak to me. Takes to long to make your puny guys real threats, requires you to have perfect tempo to always drop bigger and bigger dudes, and one board wipe and you're back to square 1
If it was Evolve X, it would have a lot more potential. A 1/1 with Evolve 2 would be a solid card. As it is, IMHO, it's the worst new Mechanic so far.
You have seen two cards with the mechanic. You know nothing of how this limited format plays out. You have not played with the ability, you've just drawn a quick assumption. Watch this:
If it was Unleash X, it would have a lot more potential. A 1/1 with Unleash 2 would be a solid card. As it is, IMHO, it's the worst new Mechanic so far.
Rakdos wants, needs and desserves a 2/1 Haste Unleash, a Mogg Fanatic than pings for 2 or at least a 2/1 Haste.
But with how much R&D seems to hate R we'll get normal Mogg Fanatic if lucky, and it may even pings us too.
That logic makes absolutely no sense. First of all, Judge's Familiar is not strictly better than Curscecatcher. The creature type is a world of difference, and the reason you play Cursecatcher is because all your lords make him huge. Additionally, the leap from Cursecatcher, an uncommon role-player, to Goblin Guide, a multi-format archetype staple, is completely fallacious. The rakdos one-drop, if there is one, will not be better than goblin guide. It just won't. Even if it's good, it won't be that good, and even if it is, it won't be for that reason. Please try again.
They basically just reprinted it with that Wurm or whatever it is. That thing has no limits... I'm in shock. In a Pod deck, my mind is just blown right now.
Tarmogoyf is sweet because he doesn't care about quantity. You crack a fetch to cast Ponder, counter their creature and he's already a 4/5. You Misstep their Vial and crack a fetch to Chain Lightning their Lord of Atlantis and suddenly he's 5/6. This guy requires you to fill your OWN graveyard with four creatures by turn two to compete with that. I'm not saying it can't be done, but it's not nearly as effortless as it is with goyf.
Birthing Pod can't even get online until turn 4 unless you have a Birds. Not to mention the fact that pod decks don't want a not-so-efficient beater for two mana that doesn't have an ETB trigger to gain value from.
I know this card is not real because I designed it yesterday and uploaded this pic to a 4chan custom card thread.
Someone must have taken the design and added the copyright/card number line.
Treefolk Harbinger's ability is almost the exact same kind of ability. (slightly surprised no one mentioned harbinger) and seeing how the abilities are worded differently, it kinda points to fake... but there's no reason wizards can't change their templating when they want, so it's close enough that it could still be real (but probably not too likely)
Are you kidding me? You pitch the worst blue card in your hand, whatever it may be. You pitch Azorius Charm, or Divination, or even Revelation. You tap out for whatever you want, and you get to fill your deck with draw spells as a result. Your argument implies that people don't pitch good cards in legacy, when they do all the time, because the decks only have good blue cards. Force of Will would not be fair in standard, plain and simple. To think otherwise is to be delusional.
Actually it most definitely does. The vintage banlist has an entirely different purpose that any other banlist. The argument should simply be clarified that vintage doesn't ban based on power level, choosing instead to restrict for that purpose. Otherwise, legacy is the only other format that includes the same bans, and only because it shares the same cardpool.
How is green the removal color? They have a Naturalize variant. That changes nothing.
That's a terrible example. For one thing, they don't remove poison counters. Additionally, stopping a mechanic of the set is just a part of the game. As already mentioned, Scars had Revoke Existence AND Shatter, not to mention plenty of other disenchant effects. Having access to removal is just a part of magic. Your opponents have creatures, you have Doom Blade. Your opponents have spells, you have Negate. This card isn't even that insane given that it's three mana and a sorcery.
Snapcaster can actually flash back any spell with cipher in a graveyard and encode it onto itself. The flashback doesn't stop encoding because all flashback wants is to exile, which cipher does as well. Not to mention that encoding is a may, not a must.
People said there'd be no reason not to unleash and yet leaving that Roustabout as a 1/1 unkillable blocker has proven QUITE useful, not to mention that a 2/2 Splatter Thug is pretty good as well. Don't judge the mechanic based on the one card that used it, judge the mechanic based the cards that COULD use it.
Seems like it still has potential to be as good as maro claims it is. Also it could combo with scavenge if they do a future sight-style mechanic mixup dealio in DGM.
You have seen two cards with the mechanic. You know nothing of how this limited format plays out. You have not played with the ability, you've just drawn a quick assumption. Watch this:
Sound familiar?
You're gonna have to elaborate, bro.
That logic makes absolutely no sense. First of all, Judge's Familiar is not strictly better than Curscecatcher. The creature type is a world of difference, and the reason you play Cursecatcher is because all your lords make him huge. Additionally, the leap from Cursecatcher, an uncommon role-player, to Goblin Guide, a multi-format archetype staple, is completely fallacious. The rakdos one-drop, if there is one, will not be better than goblin guide. It just won't. Even if it's good, it won't be that good, and even if it is, it won't be for that reason. Please try again.
Tarmogoyf is sweet because he doesn't care about quantity. You crack a fetch to cast Ponder, counter their creature and he's already a 4/5. You Misstep their Vial and crack a fetch to Chain Lightning their Lord of Atlantis and suddenly he's 5/6. This guy requires you to fill your OWN graveyard with four creatures by turn two to compete with that. I'm not saying it can't be done, but it's not nearly as effortless as it is with goyf.
Birthing Pod can't even get online until turn 4 unless you have a Birds. Not to mention the fact that pod decks don't want a not-so-efficient beater for two mana that doesn't have an ETB trigger to gain value from.
I feel like a moron. I hope people forget this ever happened.
I explained that already: