1. most decks could not just run phyrexian metamorph as a few sideboard slots to counter GoST. That's being a little unrealistic. Not every deck is blue, so phantasmal image is kind of irrelevant as well ~ not everyone plays blue! Both are out of the format now, for whatever that is worth.
2. I don't think you're deck is nearly as "all-in" on GoST as some are (which is a good thing for you ~ your deck does something without it, a lot don't).
3. keyrune's are pretty easily handled for a GoST deck; the rest are very valid, but you're now in the position of having to get lucky. And that really is my problem with the card ~ far, far too often you can just slam it on turn 3 and win through even moderate resistance.
FWIW, I think both Thragtusk and GoST are just dumb design. Both are overpowered. I don't think either are at all bannable, and I certainly think we have had worse cards in standard. My biggest issue is that they're just all upside. They don't test the pilots skill at all ~ only the opponents.
makes me wonder when you're going to stop trying to troll.
Really?
Ok first off:
How can a deck NOT run metamorph??? The is not a deck that can't run metamorph. And he was actually in quite a few sideboards to counter thrun and giest.
As for the whole "not every deck was blue": just about every deck had blue because half the meta was delver. The remaining decks were Esper control/Solar flare (had blue), UB control (again blue), Frites (just used Elesh norn to kill him), wolf run (had metamorph in the SB because of giest), American Miracle control (again had blue), and occasionally u would see Elfwave (didn't have blue but was more focused on combo).
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This aint your girlfriends meta! This is a man's meta! TURBO META.
My biggest issue is that they're just all upside. They don't test the pilots skill at all ~ only the opponents.
I agree with this. I think the occasions in which a player would hold off on casting Thragtusk are so few compared to those in which they would immediately slam it down. This is because no matter what happens after they play it, they have already gotten great value from it, regardless of why they decided to play it. The only question is how much value they can continue to extract from it. The majority of other powerful creatures in competitive standard usually have nuances and complexities that need to be worked around. Want to play Olivia Voldaren? If it's an empty board you're risking getting burned before you can ping and grow. Restoration Angel? Which (non-Thragtusk) card should I blink for maximum effect? Huntmaster of the Fells? Should I play a spell this turn and keep up tempo or let him transform to increase pressure?
Admittedly these are pretty basic examples, but in general I've found Thragtusk does not have similar decisions required. For the majority of board states in the current competitive meta, casting Thragtusk is generally not something that has to be weighed with other options.
Vanilla fatties with no gameplay decisions required are not bad for the game, necessarily. When they provide as much value as mindlessly playing Thragtusk does, however, it is something many would probably disagree with.
Ok first off:
How can a deck NOT run metamorph??? The is not a deck that can't run metamorph. And he was actually in quite a few sideboards to counter thrun and giest.
As for the whole "not every deck was blue": just about every deck had blue because half the meta was delver. The remaining decks were Esper control/Solar flare (had blue), UB control (again blue), Frites (just used Elesh norn to kill him), wolf run (had metamorph in the SB because of giest), American Miracle control (again had blue), and occasionally u would see Elfwave (didn't have blue but was more focused on combo).
After UW delver, the next best decks were Naya, BR zombies and gr aggro.
Elf wave was a deck for 1 week. UB control was not a deck. Frites was gone. Esper control was barely a deck. Wolf Run did not SB metamorph.
you guys should learn to deal with it, unfortunately wizards makes creatures all upside nowadays. you know whats bad in magic for r&d? having your creatures countered. or killed. or losing because they had lethal anyways. or forgetting may triggers. or having downsides at all.
just look at all the recent articles in the mothership on their philosophy.
That said, while it is more expensive, it is also slightly better, being able to survive all forms of removal and net gains more life (one initially and if it gets unummoned more-so)
2 blockers, even after a field clear. Totally stops aggressive decks from attacking or, at the very least, makes it hard to attack without risking losing a creature... which is important since Thragtusk himself isn't likely to die from other creatures in the format.
Comparing Tragtusk to Goyf, even when we are ignoring the fact that it is a cross format comparison, is *still* folly. Tarmagoyf is an aggressive creature... thragtusk buys you 3+ turns. You cannot compare the 2 with much success.
Thragtusk is a good card and deserves to see play int he decks where it does... but it isn't the most powerful card WotC has ever printed. It's just okay.
...
Thank goodness they chose to leave trample off of him, though.
Thragtusk is absolutely nothing like Kitchen Finks. Trying to compare a 5 drop to a 3 drop is like comparing Black Lotus to Lotus Petal.
Thragtusk is absolutely nothing like Kitchen Finks. Trying to compare a 5 drop to a 3 drop is like comparing Black Lotus to Lotus Petal.
Not sure if trolling...
Black Lotus and Lotus Petal are basically the same card, one of those toned down for obvious reasons. Kitchen Finks and Thragtusk exist for accomplish a pretty similar mission, both have aggressive bodies, give you life when ETB and have two lives, I think the comparation is pretty accurate. Of course, Finks is better because of their cost, both cmc and duality.
I would rather deal with Kitchen Finks than Thragtusk just because he is within pillar range and can still lose to Terminus effectively. Thragtusk is just so... fracking frustrating. In my last FNM I had to burn 4 cards to deal with 2 Thragtusks back to back. Then when he resolved a third one, three turns later I was out of gas. All while he goes back to 20. Dumb card is dumb. At least with Snapcaster I need to have something in the graveyard and isn't really too profitable to drop it turn 2. Thragtusk strategy?
1. Get 5 mana
2. Drop Thragtusk
3. ????
4. PROFIT!
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To the people that say that a card needs to be a higher rarity because of Limited... I hate you guys so much. I present to you with this.
Black Lotus and Lotus Petal are basically the same card, one of those toned down for obvious reasons. Kitchen Finks and Thragtusk exist for accomplish a pretty similar mission, both have aggressive bodies, give you life when ETB and have two lives, I think the comparation is pretty accurate. Of course, Finks is better because of their cost, both cmc and duality.
I would MUCH rather see Kitchen Finks in standard right now than Thragtusk - you can Pillar/Sever/Annihilating Fire a finks away. Doing the same to thragtusk they still get the token.
4 life, a 3/2, and a 2/1 isn't backbreaking to aggro in the way that 5 life, a 5/3, and a 3/3 is, especially since Restoration Angel is in the format. Thragtusk is format-warping and disgusting. You know you have a problem when Reanimator decks would rather have a 5-drop than an 8.
M14 without thragtusk will be the best thing that could happen to standard.
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Thragtusk is absolutely nothing like Kitchen Finks. Trying to compare a 5 drop to a 3 drop is like comparing Black Lotus to Lotus Petal.
I said they are good for the same reason. You also obviously didn't read my post, since the *first* line was:
I don't know about you guys... but i compare it to Kitchen Finks, but a 5 mana version.
Seriously. Why is kitchen finks good?
2 consistent blockers (and likely having the power with 3 power to kill at least one creature that attacks if they decide to even risk the attack) and a net gain of 4 life. Easily put into many decks because of hybrid mana and a land pool that creates easy splash-ability through consistent color generation. Shocks, filters, rush, fetch lands in modern in particular. Fairly low mana for all of these factors. Kitchen Finks is a good card
But this isn't a Kitchen Finks discussion in its modern values.
Thragtusk is good because it is 2 consistent blockers... and unlike kitchen finks is also going to get this second blocker regardless of removal. Hell, the more times it leaves play the better (unlike kitchen Finks who would at most lose a -1/-1 counter) Of course he is higher mana for increased benefits.
Without coming back, Thragtusk's net gain is slightly more than Kitchen Finks. Makes sence, the is higher mana cost. He is more consistent, but he is higher mana.
Thragtusk can be put into literally any deck with the current land base. Any deck that needs it anyway.
I am not here to compare Thragtusk to Kitchen Finks. They are both good. The one we have to deal with is Thragtusk because he is the one everyone is using and the one card that impacts the game the moment it comes in and continues to impact the game when it leaves.
Some people are saying "ignore thragtusk" but that is a stupid argument. i don't care how YOU play magic, but ignoring a 5/3 that only loses 2 power when removed is generally not a good idea. Weather it is attacking your or blocking... and it can honestly do both well, though the attacking portion seems to be very weak against chump blockers and Rakdos keyrunes
And, for those of you who are saying "chump block him"... not everyone has chump blockers readily available in their deck. i don't make decks based around the idea of 1/1's being there ready to block fatties without trample or flying... I don't...
you guys should learn to deal with it, unfortunately wizards makes creatures all upside nowadays. you know whats bad in magic for r&d? having your creatures countered. or killed. or losing because they had lethal anyways. or forgetting may triggers. or having downsides at all.
just look at all the recent articles in the mothership on their philosophy.
You know what? I agree with you.
The thing is that I keep expecting triggered effects on cards to be mandatory to prevent newer players from making mistakes, but WoTC only occasionally makes the trigger mandatory. And now there are "lapsing effects and triggers" in the rules. So, I wouldn't say the game is being dumbed down completely.
I still am waiting for the time when every trigger is mandatory and I lose to a player who "forgot" 10 triggers in a particular match.
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I guess it's fair to say cards you can't interact with profitably directly are a pain. I think this is a very interesting avenue they are taking. I think I know why. They wanted to remove combo largely from Standard so they came up with ways to basically make creature based combo. That is what Geist of St Traft does. It's not exactly Combo but it's a way to gather a few cards to do immense amounts of damage in uninteractive ways.
Thragtusk is like the opposite of that. They printed a non-spell way to stabilize games in a much more absolute sense. It's like giving green a sort of Day of Judgment. Maybe the 5 power was pushing it a bit, but it's a source of board based Card Advantage that isn't easily messed with. Notice the lack of color hosers currently. This card is a way to put limits on the format.
And here is the thing Wizards makes cards we'd want to play with generally, but in order to keep everything in check they print cards which purposefully limit the design space. It's a way of keeping things in control while letting other things florish. It allows for rotating power centers. But to do so they have to do it in different ways otherwise it becomes stale. When I saw that list of overpowered broken cards I was thinking these were all cards that I wanted to play with when they were spoiled. Can you picture the game without them? Part of every metagame is figuring out what the boundaries of deck design are and what are the warping factors. It's conceivable for them to make unfun metagames and ones that collapse to singularities, but generally it takes something to be incredibly broken for this to happen within the 3 month time window a format is unchanging. Stuff being broken or overpowered is part of the game. It's a matter of balance, not anything else. T1 is broken by some peoples definitions but mainly it's just a system that plays by slightly different rules.
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I think they just wanted to remove non-creature strategies, and the way they've done it is brutal and ham-fisted. Personally I find the non-creature decks and strategies much more evocative of magical battles between powerful beings, spell-slinging and one-upping each other incrementally until one person gains advantage. THAT is what feels like a game of Magic to me, and not 'I play an uncounterable dude that you cannot target/kill, hurr durr, I win!'
while i would want to agree with you... green is known for creatures, creature buffs, tons of creatures, big creatures, trample, and land ramp (or creatures that generate mana like lands do)
That said... it would still be better if it was all spell oriented and green got shafted xD. Since the green planeswalkers haven't ever actually done anything significant. (Nissa let loose the Eldrazi, Garruk got cursed and yelled at a Baloth, Sarkan went crazy and stopped being green)
Red aggro's answers thragtusk are Conscripts, Hellkite, Mark of mutiny and just having lethal damage on the board when Thraggy is cast. My problem is, I play red aggro but rarely get to 5 mana myself for conscripts and Hellkite. I usually win with 4 lands or less. If I have more than 4 lands, it's usually due to flood and then I lose.
Red aggro's answers thragtusk are Conscripts, Hellkite, Mark of mutiny and just having lethal damage on the board when Thraggy is cast. My problem is, I play red aggro but rarely get to 5 mana myself for conscripts and Hellkite. I usually win with 4 lands or less. If I have more than 4 lands, it's usually due to flood and then I lose.
Gotta change the sleeves on that'n bro. They must not like the red deck
When RTR was first spoiled I thought I had the perfect G/W stompy list. Third turn kills were possible, and fourth/fifth turn kills were common. It destroyed all the zombie decks running around at that time with ease, and I was so pumped to play it at actual tournaments upon release. But then people started running multiple copies of Thrags or Thrags/resto, and I just couldn't beat it, so like everyone else, I joined it. I have a Junk midrange build like a lot of other people, but I figured out how to SB against the mirror better than most decks (rakdos keyrune isn't the only 3/x first striker thats actually constructed playable), and my build handles control pretty easy. Jund midrange is the most challenging for me, but its about 50/50. Anyways, end point is, unlike the domination of delver (which I could never bring myself to join) I actually enjoy the meta right now. Thrag is dominant, and aggro is fairly weakened thanks to so much lifegain, but there is a very diverse group of decks out there even if the Thrag/Resto/x shell is similiar. Against delver, if you fell behind, you were just done for. With the midrange-meta we have now, I really never feel like I'm out of the game, there's always a possibility to pull it out.
I quit playing B/R zombies because of Thragtusk, switched to a B/R control type. I don't mind playing match ups against it now. Slaughter games or Appetite for Brains are great answers to the card, or making them discard it with Rakdos Return, which is sort of rare due to people usually holding it back unless it's late game and you force them to play something else. If I know Thragtusk is in a deck, my first target with Slaughter games is usually Thragtusk.
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I quit playing B/R zombies because of Thragtusk, switched to a B/R control type. I don't mind playing match ups against it now. Slaughter games or Appetite for Brains are great answers to the card, or making them discard it with Rakdos Return, which is sort of rare due to people usually holding it back unless it's late game and you force them to play something else. If I know Thragtusk is in a deck, my first target with Slaughter games is usually Thragtusk.
Well that's my point. The card is so busted that its made an entire deck/archetype disappear. The only people defending this card are the people who enjoy abusing it and winning easy games.
Well that's my point. The card is so busted that its made an entire deck/archetype disappear. The only people defending this card are the people who enjoy abusing it and winning easy games.
Sure but this always the case. What cards exist in a format is as important as what cards don't. Did Valakut annihilate midrange in ZEN-SOM? Jund eliminate aggro in ALA-ZEN? Does the ability for a deck to win on T4-T5 invalidate an Omniscience deck? But these are obvious examples. In the same way printing a card or 2 can enable a whole archetype, push it to the required threshold so can other cards do the reverse. Maybe Br Zombies was never a deck and we hadn't realized it, or maybe that particular build isn't. That's just assuming metagames stabilize. Generally it is much trickier than that.
I think the last part about people defending it is not true. You see posters on this thread who play UWr or even Mono Red or R/B Aggro defending it. In fact I play green and purposely don't play it. This sort of misinformation very much strays from the essential discussion of whether the card is in fact problematic.
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Well that's my point. The card is so busted that its made an entire deck/archetype disappear. The only people defending this card are the people who enjoy abusing it and winning easy games.
The sick thing is, it really feels like the whole Thragtusk/Restoration Angel thing really is just about unstoppable. Playing on MTGO I'd say about 8 out of 10 matches in "Tournament Practice" are some variation of the whole Thrag/Angel combo. I've seen BGRW "Frites" decks that play it, RGw mid range decks with Huntmaster and the combo, plain old GW midrange, GWu control, GWb with the black splash for Abrupt Decay and other removal.
EVERYTHING runs it now and maybe I'm just doing something wrong but it seems really hard to come back from a 4th turn Thrag into 5th turn Resoration Angel. Removal doesn't do much, the huge life swing is really hard to get over and the whole threat of them totally screwing you in combat with an instant speed Restoration Angel puts you in that position of either NOT attacking and just dying to them being more aggressive than you or attacking and dying to them suddenly having 2 extra blockers, 5 extra life and most likely knocking out most of your attackers.
What sucks is that I understand that Thragtusk is "balanced" more or less. But jeez, it just sucks that the format has fallen into the whole "Play this card or lose against this card" thing.
i think it might be funny if they printed a reverse teeg, something like creature spells that cost 4 or more cannot be cast while reverse teeg is in play
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Thragtusk is in 54% of all decks. The top performing deck online is Jund; the next two are GW aggro (silverblade paladin and sublime archangel version) and Rx aggro variants...
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eh... bonfire's an eh card. It's good only if you manage to draw it late game as a finisher card or as a board wipe, but every other time it gets drawn it's such a weak card.
I however prefer mortars to bonfire.
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Really?
Ok first off:
How can a deck NOT run metamorph??? The is not a deck that can't run metamorph. And he was actually in quite a few sideboards to counter thrun and giest.
As for the whole "not every deck was blue": just about every deck had blue because half the meta was delver. The remaining decks were Esper control/Solar flare (had blue), UB control (again blue), Frites (just used Elesh norn to kill him), wolf run (had metamorph in the SB because of giest), American Miracle control (again had blue), and occasionally u would see Elfwave (didn't have blue but was more focused on combo).
This aint your girlfriends meta! This is a man's meta! TURBO META.
I agree with this. I think the occasions in which a player would hold off on casting Thragtusk are so few compared to those in which they would immediately slam it down. This is because no matter what happens after they play it, they have already gotten great value from it, regardless of why they decided to play it. The only question is how much value they can continue to extract from it. The majority of other powerful creatures in competitive standard usually have nuances and complexities that need to be worked around. Want to play Olivia Voldaren? If it's an empty board you're risking getting burned before you can ping and grow. Restoration Angel? Which (non-Thragtusk) card should I blink for maximum effect? Huntmaster of the Fells? Should I play a spell this turn and keep up tempo or let him transform to increase pressure?
Admittedly these are pretty basic examples, but in general I've found Thragtusk does not have similar decisions required. For the majority of board states in the current competitive meta, casting Thragtusk is generally not something that has to be weighed with other options.
Vanilla fatties with no gameplay decisions required are not bad for the game, necessarily. When they provide as much value as mindlessly playing Thragtusk does, however, it is something many would probably disagree with.
After UW delver, the next best decks were Naya, BR zombies and gr aggro.
Elf wave was a deck for 1 week. UB control was not a deck. Frites was gone. Esper control was barely a deck. Wolf Run did not SB metamorph.
Easy to argue when you just spew bs everywhere.
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just look at all the recent articles in the mothership on their philosophy.
Thragtusk is absolutely nothing like Kitchen Finks. Trying to compare a 5 drop to a 3 drop is like comparing Black Lotus to Lotus Petal.
Not sure if trolling...
Black Lotus and Lotus Petal are basically the same card, one of those toned down for obvious reasons.
Kitchen Finks and Thragtusk exist for accomplish a pretty similar mission, both have aggressive bodies, give you life when ETB and have two lives, I think the comparation is pretty accurate. Of course, Finks is better because of their cost, both cmc and duality.
1. Get 5 mana
2. Drop Thragtusk
3. ????
4. PROFIT!
http://www.youtube.com/watch?v=SY8h2vp5Xis
I would MUCH rather see Kitchen Finks in standard right now than Thragtusk - you can Pillar/Sever/Annihilating Fire a finks away. Doing the same to thragtusk they still get the token.
4 life, a 3/2, and a 2/1 isn't backbreaking to aggro in the way that 5 life, a 5/3, and a 3/3 is, especially since Restoration Angel is in the format. Thragtusk is format-warping and disgusting. You know you have a problem when Reanimator decks would rather have a 5-drop than an 8.
M14 without thragtusk will be the best thing that could happen to standard.
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I said they are good for the same reason. You also obviously didn't read my post, since the *first* line was:
Seriously. Why is kitchen finks good?
2 consistent blockers (and likely having the power with 3 power to kill at least one creature that attacks if they decide to even risk the attack) and a net gain of 4 life. Easily put into many decks because of hybrid mana and a land pool that creates easy splash-ability through consistent color generation. Shocks, filters, rush, fetch lands in modern in particular. Fairly low mana for all of these factors. Kitchen Finks is a good card
But this isn't a Kitchen Finks discussion in its modern values.
This is a Thragtusk discussion
Thragtusk is good because it is 2 consistent blockers... and unlike kitchen finks is also going to get this second blocker regardless of removal. Hell, the more times it leaves play the better (unlike kitchen Finks who would at most lose a -1/-1 counter) Of course he is higher mana for increased benefits.
Without coming back, Thragtusk's net gain is slightly more than Kitchen Finks. Makes sence, the is higher mana cost. He is more consistent, but he is higher mana.
Thragtusk can be put into literally any deck with the current land base. Any deck that needs it anyway.
I am not here to compare Thragtusk to Kitchen Finks. They are both good. The one we have to deal with is Thragtusk because he is the one everyone is using and the one card that impacts the game the moment it comes in and continues to impact the game when it leaves.
Some people are saying "ignore thragtusk" but that is a stupid argument. i don't care how YOU play magic, but ignoring a 5/3 that only loses 2 power when removed is generally not a good idea. Weather it is attacking your or blocking... and it can honestly do both well, though the attacking portion seems to be very weak against chump blockers and Rakdos keyrunes
And, for those of you who are saying "chump block him"... not everyone has chump blockers readily available in their deck. i don't make decks based around the idea of 1/1's being there ready to block fatties without trample or flying... I don't...
You know what? I agree with you.
The thing is that I keep expecting triggered effects on cards to be mandatory to prevent newer players from making mistakes, but WoTC only occasionally makes the trigger mandatory. And now there are "lapsing effects and triggers" in the rules. So, I wouldn't say the game is being dumbed down completely.
I still am waiting for the time when every trigger is mandatory and I lose to a player who "forgot" 10 triggers in a particular match.
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Norin the Wary, Grimgrin, Adun Oakenshield (taking forever to build)(dead format for me)I guess it's fair to say cards you can't interact with profitably directly are a pain. I think this is a very interesting avenue they are taking. I think I know why. They wanted to remove combo largely from Standard so they came up with ways to basically make creature based combo. That is what Geist of St Traft does. It's not exactly Combo but it's a way to gather a few cards to do immense amounts of damage in uninteractive ways.
Thragtusk is like the opposite of that. They printed a non-spell way to stabilize games in a much more absolute sense. It's like giving green a sort of Day of Judgment. Maybe the 5 power was pushing it a bit, but it's a source of board based Card Advantage that isn't easily messed with. Notice the lack of color hosers currently. This card is a way to put limits on the format.
And here is the thing Wizards makes cards we'd want to play with generally, but in order to keep everything in check they print cards which purposefully limit the design space. It's a way of keeping things in control while letting other things florish. It allows for rotating power centers. But to do so they have to do it in different ways otherwise it becomes stale. When I saw that list of overpowered broken cards I was thinking these were all cards that I wanted to play with when they were spoiled. Can you picture the game without them? Part of every metagame is figuring out what the boundaries of deck design are and what are the warping factors. It's conceivable for them to make unfun metagames and ones that collapse to singularities, but generally it takes something to be incredibly broken for this to happen within the 3 month time window a format is unchanging. Stuff being broken or overpowered is part of the game. It's a matter of balance, not anything else. T1 is broken by some peoples definitions but mainly it's just a system that plays by slightly different rules.
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while i would want to agree with you... green is known for creatures, creature buffs, tons of creatures, big creatures, trample, and land ramp (or creatures that generate mana like lands do)
That said... it would still be better if it was all spell oriented and green got shafted xD. Since the green planeswalkers haven't ever actually done anything significant. (Nissa let loose the Eldrazi, Garruk got cursed and yelled at a Baloth, Sarkan went crazy and stopped being green)
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Gotta change the sleeves on that'n bro. They must not like the red deck
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Well that's my point. The card is so busted that its made an entire deck/archetype disappear. The only people defending this card are the people who enjoy abusing it and winning easy games.
Sure but this always the case. What cards exist in a format is as important as what cards don't. Did Valakut annihilate midrange in ZEN-SOM? Jund eliminate aggro in ALA-ZEN? Does the ability for a deck to win on T4-T5 invalidate an Omniscience deck? But these are obvious examples. In the same way printing a card or 2 can enable a whole archetype, push it to the required threshold so can other cards do the reverse. Maybe Br Zombies was never a deck and we hadn't realized it, or maybe that particular build isn't. That's just assuming metagames stabilize. Generally it is much trickier than that.
I think the last part about people defending it is not true. You see posters on this thread who play UWr or even Mono Red or R/B Aggro defending it. In fact I play green and purposely don't play it. This sort of misinformation very much strays from the essential discussion of whether the card is in fact problematic.
GWU Knightfall Modern
UW Tempo Legacy
UGR Burning Wish Cobra Vintage
Not to long ago Timely Reinforcments did that with RDW
EVERYTHING runs it now and maybe I'm just doing something wrong but it seems really hard to come back from a 4th turn Thrag into 5th turn Resoration Angel. Removal doesn't do much, the huge life swing is really hard to get over and the whole threat of them totally screwing you in combat with an instant speed Restoration Angel puts you in that position of either NOT attacking and just dying to them being more aggressive than you or attacking and dying to them suddenly having 2 extra blockers, 5 extra life and most likely knocking out most of your attackers.
What sucks is that I understand that Thragtusk is "balanced" more or less. But jeez, it just sucks that the format has fallen into the whole "Play this card or lose against this card" thing.
Tooth & Nail........Grishoalbrand....Living Dominance....Tezzerator.........Vannifar Pod
My Decks that have been BANNED
DRS Jund | Kiki-Pod | Bloom Titan | Splinter Twin | KCI
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eh... bonfire's an eh card. It's good only if you manage to draw it late game as a finisher card or as a board wipe, but every other time it gets drawn it's such a weak card.
I however prefer mortars to bonfire.