Is 15 graveyard artifacts + being answerable by instant speed enchantment removal considered enough of a barrier to keep this legal compared to a similar coalition victory
It feels like a very anti-climatic way to end a game. Note that you don't have to untap with it to kill a player, which I think is the biggest reason to consider it.
Mirrodin Besieged triggering on end steps is certainly scary, but the fact that it only makes a single player lose instead of outright winning the game, as obnoxious as that is given how little recourse said player likely has if played on the same turn it triggers, means Mirrodin Besieged is probably safe. Plus, it isn't as though filling your graveyard with 15 artifacts isn't a significant hoop either. It certainly is. Or, at least I anticipate it being a significant hoop in the decks players choose to include Mirrodin Besieged in.
Private Mod Note
():
Rollback Post to RevisionRollBack
WUBRGMr. Bones' Wild RideGRBUW Trap your friends in an endless game with this 23-card combo!
Well it doesn't win the game, and it is a 16 card combo. So.....
That's like calling coalition victory a 7 card combo.
I'm worried about things like turn 1 mana vault, turn two traumatize self, turn 3 a player dies. Then if someone answers besieged you have a player sitting out what could be a full commander game bored for an hour.
As far as I'm aware coalition victory is banned because of it's "win from no where" combined with ease of assembling the pieces. This seems pretty easy to assemble the pieces and, while not killing the whole table, killing one player only can often be socially more boring because sitting out while the game goes on is often worse.
This is a cheesy way to lose, certainly. Its about a 10/10 in creates undesirable game states. It doesn't win the game out of nowhere, but it causes a loss out of nowhere, and its definitely an early game card that locks a player our (by killing them). GY tomfoolery isn't a big hoop to jump through. Like Worldfire and CV, this card just seems like another easy example of "***** you shouldn't do in commander"
Private Mod Note
():
Rollback Post to RevisionRollBack
The Meaning of Life: "M-hmm. Well, it's nothing very special. Uh, try and be nice to people, avoid eating fat, read a good book every now and then, get some walking in, and try and live together in peace and harmony with people of all creeds and nations"
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Whether its blue players countering your spells, red players burning you out, or combo, if you have a problem with an aspect of Magic's gameplay, you can fix it!
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
Well it doesn't win the game, and it is a 16 card combo. So.....
I have to agree with Carthage about calling it a "15 card combo" being disingenuous.
That said, the format has plenty of alternative wins and all of them are fine. The end step clause is unique but it only snipes a single player, and while that may feel bad I don't hear people complaining about being nuked by a Door to Nothingneess or even Hatred.
Don't worry guys, black is getting limited enchantment removal.
Only kills one player? What about extra turns? As Mirrodin Besieged can just keep doing it everytime it is your end step. Doesn't even need to be infinite turns. [Number of Opponents - 1] To determine how many extra turns are needed.
For just an easy example: Its Command Zone. So you got 4-players. One player has 15 artifacts in the graveyard, casts Mirrodin Besieged, selects Phyrexian, follows it up with a cast of Time Stretch. Unless anyone at the table has a response to that turn, everyone else at the table basically just lost the game.
By the time a player can cast a time stretch, i'm pretty happy with the idea that that player wins.
I think the biggest issue with mirrodin besieged is that it can cause a player to lose early in the 2 hour game. door to nothingness is fine, since it's so freaking slow AND nearly impossible to pull off.
I don't think it's going to be close to a ban, but it's quite likely to make some feel-bad games.
Am I the only one who thought cryogen was being facetious when he said Mirrodin Besieged was a 16 card combo?
I was but I really wasn't. If one hoop you have to jump through is that you need 15 artifacts in your graveyard, then quite literally killing a player in this fashion requires 16 cards. Now we can (and should) debate just how easily you can accomplish this feat. Carthage turned it back around on me with CV, which similarly has hoops to jump through. But that comparison falls flat since the "hoops" are the lands you're already running and probably your general which you always have access to. MB doesn't do either of those things.
Also there are some other what-if scenarios, such as a nut draw of numerous specific cards, or looping turns. But are we really concerned with God hands and yet another way to exploit extra turns? Especially when looping turns makes the game end basically as fast as an infinite combo.
Or Mortal Combat, the most directly-analogous card to this one?
I mean, in my Iname as One deck, I could cast Iname, Death Aspect and immediately dump 20 spirits in my graveyard to win with Mortal Combat. And I've done it before, too. But nobody is clamoring to ban Mortal Combat.
Or Mortal Combat, the most directly-analogous card to this one?
I mean, in my Iname as One deck, I could cast Iname, Death Aspect and immediately dump 20 spirits in my graveyard to win with Mortal Combat. And I've done it before, too. But nobody is clamoring to ban Mortal Combat.
Maybe we should. It only requires five more cards than MB does.
Or Mortal Combat, the most directly-analogous card to this one?
I mean, in my Iname as One deck, I could cast Iname, Death Aspect and immediately dump 20 spirits in my graveyard to win with Mortal Combat. And I've done it before, too. But nobody is clamoring to ban Mortal Combat.
Mortal combat requires setup and then a full turn cycle, whereas besieged can only be answered by instants.
Or Mortal Combat, the most directly-analogous card to this one?
I mean, in my Iname as One deck, I could cast Iname, Death Aspect and immediately dump 20 spirits in my graveyard to win with Mortal Combat. And I've done it before, too. But nobody is clamoring to ban Mortal Combat.
Mortal combat requires setup and then a full turn cycle, whereas besieged can only be answered by instants.
However Mortal Combat also wins the entire game right away which this...doesn't.
Private Mod Note
():
Rollback Post to RevisionRollBack
My Commander decks:
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
Or Mortal Combat, the most directly-analogous card to this one?
I mean, in my Iname as One deck, I could cast Iname, Death Aspect and immediately dump 20 spirits in my graveyard to win with Mortal Combat. And I've done it before, too. But nobody is clamoring to ban Mortal Combat.
Mortal combat requires setup and then a full turn cycle, whereas besieged can only be answered by instants.
However Mortal Combat also wins the entire game right away which this...doesn't.
That's probably a point in MC's favor honestly. A full turn cycle to win the game means everyone will have incentive to answer it, and if they don't it wins the game. Mirrodin Besieged knocks someone out right away, but then gives everyone else a full round to answer it with the same incentive as MC, meaning that with MC it either gets answered or the player wins, while with Mirrodin Besieged one player is losing unless someone has an instant speed answer, even if it doesn't live through the round. And its that scenario, where it fires off early and just knocks one person out of the game, that worries me. Hatred is similarly capable of doing this, but is less likely to be used this way, as it comes with a significant cost (you pay enough life to make you an easy target for the rest of the table in order to one hit kill with it) and its best used to either take out someone you cannot deal with otherwise or to finish off the final player, as without spell recursion its a trick you can only do once. Mirridon B lets you go for the early kill with the further payoff of killing off more players if it sticks, so you are encouraged to play it earlier, and more often, than Hatred.
Its not extraordinarily powerful, and it does take set up, but the set up it requires isn't much, and it has a high potential for just ruining people's nights (ending the game quickly with a combo is worse at ruining nights than just taking one guy out quickly, as with the former you can start a new game, while with the latter one just doesn't get to play for a couple hours). Its not as bad an offender as CV (it doesn't combo with your commander, it is easier to interact with, and it requires more setup), but its worse than MC (setup is easier, it has the potential to just grief one player, shorter window of interaction). MC is a card that shouldn't be banned because its niche and requires too much work to make work, while CV is a card that should stay banned because its too easy to pull off and is an easy addition to any 5 color deck that actually has a 5 color commander. Mirrodin Besieged being in the middle means that I don't know yet if it will end up being problematic, just that it has the potential to be. Its certainly an example of things you shouldn't be doing in commander, but perhaps its inconsistent enough that it won't prove to be as bad as its potential. It also has an alternate fair use, which helps its case for staying unbanned. All cards like this should be watchlisted, now that it exists, but being watchlisted obviously doesn't mean its getting banned.
Private Mod Note
():
Rollback Post to RevisionRollBack
The Meaning of Life: "M-hmm. Well, it's nothing very special. Uh, try and be nice to people, avoid eating fat, read a good book every now and then, get some walking in, and try and live together in peace and harmony with people of all creeds and nations"
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Whether its blue players countering your spells, red players burning you out, or combo, if you have a problem with an aspect of Magic's gameplay, you can fix it!
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
Or Mortal Combat, the most directly-analogous card to this one?
I mean, in my Iname as One deck, I could cast Iname, Death Aspect and immediately dump 20 spirits in my graveyard to win with Mortal Combat. And I've done it before, too. But nobody is clamoring to ban Mortal Combat.
Mortal combat requires setup and then a full turn cycle, whereas besieged can only be answered by instants.
However Mortal Combat also wins the entire game right away which this...doesn't.
That's probably a point in MC's favor honestly. A full turn cycle to win the game means everyone will have incentive to answer it, and if they don't it wins the game. Mirrodin Besieged knocks someone out right away, but then gives everyone else a full round to answer it with the same incentive as MC, meaning that with MC it either gets answered or the player wins, while with Mirrodin Besieged one player is losing unless someone has an instant speed answer, even if it doesn't live through the round. And its that scenario, where it fires off early and just knocks one person out of the game, that worries me. Hatred is similarly capable of doing this, but is less likely to be used this way, as it comes with a significant cost (you pay enough life to make you an easy target for the rest of the table in order to one hit kill with it) and its best used to either take out someone you cannot deal with otherwise or to finish off the final player, as without spell recursion its a trick you can only do once. Mirridon B lets you go for the early kill with the further payoff of killing off more players if it sticks, so you are encouraged to play it earlier, and more often, than Hatred.
Its not extraordinarily powerful, and it does take set up, but the set up it requires isn't much, and it has a high potential for just ruining people's nights (ending the game quickly with a combo is worse at ruining nights than just taking one guy out quickly, as with the former you can start a new game, while with the latter one just doesn't get to play for a couple hours). Its not as bad an offender as CV (it doesn't combo with your commander, it is easier to interact with, and it requires more setup), but its worse than MC (setup is easier, it has the potential to just grief one player, shorter window of interaction). MC is a card that shouldn't be banned because its niche and requires too much work to make work, while CV is a card that should stay banned because its too easy to pull off and is an easy addition to any 5 color deck that actually has a 5 color commander. Mirrodin Besieged being in the middle means that I don't know yet if it will end up being problematic, just that it has the potential to be. Its certainly an example of things you shouldn't be doing in commander, but perhaps its inconsistent enough that it won't prove to be as bad as its potential. It also has an alternate fair use, which helps its case for staying unbanned. All cards like this should be watchlisted, now that it exists, but being watchlisted obviously doesn't mean its getting banned.
What are these games you are playing where one person dies to an intricate combo but then the game takes two hours to finish beyond that?
Or Mortal Combat, the most directly-analogous card to this one?
I mean, in my Iname as One deck, I could cast Iname, Death Aspect and immediately dump 20 spirits in my graveyard to win with Mortal Combat. And I've done it before, too. But nobody is clamoring to ban Mortal Combat.
Mortal combat requires setup and then a full turn cycle, whereas besieged can only be answered by instants.
However Mortal Combat also wins the entire game right away which this...doesn't.
That's probably a point in MC's favor honestly. A full turn cycle to win the game means everyone will have incentive to answer it, and if they don't it wins the game. Mirrodin Besieged knocks someone out right away, but then gives everyone else a full round to answer it with the same incentive as MC, meaning that with MC it either gets answered or the player wins, while with Mirrodin Besieged one player is losing unless someone has an instant speed answer, even if it doesn't live through the round. And its that scenario, where it fires off early and just knocks one person out of the game, that worries me. Hatred is similarly capable of doing this, but is less likely to be used this way, as it comes with a significant cost (you pay enough life to make you an easy target for the rest of the table in order to one hit kill with it) and its best used to either take out someone you cannot deal with otherwise or to finish off the final player, as without spell recursion its a trick you can only do once. Mirridon B lets you go for the early kill with the further payoff of killing off more players if it sticks, so you are encouraged to play it earlier, and more often, than Hatred.
Its not extraordinarily powerful, and it does take set up, but the set up it requires isn't much, and it has a high potential for just ruining people's nights (ending the game quickly with a combo is worse at ruining nights than just taking one guy out quickly, as with the former you can start a new game, while with the latter one just doesn't get to play for a couple hours). Its not as bad an offender as CV (it doesn't combo with your commander, it is easier to interact with, and it requires more setup), but its worse than MC (setup is easier, it has the potential to just grief one player, shorter window of interaction). MC is a card that shouldn't be banned because its niche and requires too much work to make work, while CV is a card that should stay banned because its too easy to pull off and is an easy addition to any 5 color deck that actually has a 5 color commander. Mirrodin Besieged being in the middle means that I don't know yet if it will end up being problematic, just that it has the potential to be. Its certainly an example of things you shouldn't be doing in commander, but perhaps its inconsistent enough that it won't prove to be as bad as its potential. It also has an alternate fair use, which helps its case for staying unbanned. All cards like this should be watchlisted, now that it exists, but being watchlisted obviously doesn't mean its getting banned.
What are these games you are playing where one person dies to an intricate combo but then the game takes two hours to finish beyond that?
Self mill + one three mana spell is not an intricate combo.
I'd be curious what the math is on putting 15 artifacts into the yard through self mill and how not complicated that is. Also requires a lot of complacent opponents.
Could probably done in some cheerios or eggs kind of combo deck. Likely an Esper deck or just a Breya, Etherium Shaper variant as those colors do have the kinds of cards to tutor up artifacts and enchantments reliably.
Throw in something like a Mana Severance to cut out the potential to draw into a land when they aren't needed.
Then have a way to dispose of all the artifacts. Like maybe a Krak-Clan Ironworks for mana production, or a March of the Machines to cause the 0-cost ones to die instantly, or just Retract and discard enough.
Another potential way to setup a draw engine, assuming a cheerios or egg variant, is using Urza, Lord High Artificer and a Paradox Engine as he basically turns your useless artifacts into Sapphires which means more mana production which also trigger your Paradox Engine and allow you to repeat the process until you either have won or just hit a large enough land pocket that halts the process.
-Mana Severance line sounds absolutely awful.
-Cheerios/Egg lines already has several ways of closing the game immediately such as Aetherflux Reservoir.
-Urza with 15 artifacts and a Paradox Engine is likely already casting his whole deck, so Mirrodin Besieged seems like the lesser of the tables problems.
-Last line still requires you to somehow have 15 artifacts in the grave + 4 other cards in play, doesn’t seem like a huge problem.
Any method that MB has for actually winning, not just removing one person, can probably be pulled off easier and more efficiently with other cards. The only negative aspect I am seeing to MB is the removing one player from the game and that person having to wait a while to rejoin, however plenty of other acceptable strategies (such as aggro and voltron) can already do this.
-Mana Severance line sounds absolutely awful.
-Cheerios/Egg lines already has several ways of closing the game immediately such as Aetherflux Reservoir.
-Urza with 15 artifacts and a Paradox Engine is likely already casting his whole deck, so Mirrodin Besieged seems like the lesser of the tables problems.
-Last line still requires you to somehow have 15 artifacts in the grave + 4 other cards in play, doesn’t seem like a huge problem.
Any method that MB has for actually winning, not just removing one person, can probably be pulled off easier and more efficiently with other cards. The only negative aspect I am seeing to MB is the removing one player from the game and that person having to wait a while to rejoin, however plenty of other acceptable strategies (such as aggro and voltron) can already do this.
Many roads lead to the same result. It really is just a matter of preference. For example while trying to get the win condition for Mirrodin Beseiged you could just do "Oops, I stole everyones artifacts" with whatever infinite mana combo involving artifacts and a Memnarch.
Private Mod Note
():
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Figured this should be on radar.
Is 15 graveyard artifacts + being answerable by instant speed enchantment removal considered enough of a barrier to keep this legal compared to a similar coalition victory
It feels like a very anti-climatic way to end a game. Note that you don't have to untap with it to kill a player, which I think is the biggest reason to consider it.
Misc. EDH Stuff: Commander Cube | Zombies (Horde)
Resources:Commander Rulings FAQ | Commander Deckbuilding Guide
Follow me on Twitter! @cryogen_mtg
Mirrodin Besieged triggering on end steps is certainly scary, but the fact that it only makes a single player lose instead of outright winning the game, as obnoxious as that is given how little recourse said player likely has if played on the same turn it triggers, means Mirrodin Besieged is probably safe. Plus, it isn't as though filling your graveyard with 15 artifacts isn't a significant hoop either. It certainly is. Or, at least I anticipate it being a significant hoop in the decks players choose to include Mirrodin Besieged in.
Trap your friends in an endless game with this 23-card combo!
That's like calling coalition victory a 7 card combo.
I'm worried about things like turn 1 mana vault, turn two traumatize self, turn 3 a player dies. Then if someone answers besieged you have a player sitting out what could be a full commander game bored for an hour.
As far as I'm aware coalition victory is banned because of it's "win from no where" combined with ease of assembling the pieces. This seems pretty easy to assemble the pieces and, while not killing the whole table, killing one player only can often be socially more boring because sitting out while the game goes on is often worse.
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
I have to agree with Carthage about calling it a "15 card combo" being disingenuous.
That said, the format has plenty of alternative wins and all of them are fine. The end step clause is unique but it only snipes a single player, and while that may feel bad I don't hear people complaining about being nuked by a Door to Nothingneess or even Hatred.
Don't worry guys, black is getting limited enchantment removal.
Trap your friends in an endless game with this 23-card combo!
For just an easy example: Its Command Zone. So you got 4-players. One player has 15 artifacts in the graveyard, casts Mirrodin Besieged, selects Phyrexian, follows it up with a cast of Time Stretch. Unless anyone at the table has a response to that turn, everyone else at the table basically just lost the game.
I think the biggest issue with mirrodin besieged is that it can cause a player to lose early in the 2 hour game. door to nothingness is fine, since it's so freaking slow AND nearly impossible to pull off.
I don't think it's going to be close to a ban, but it's quite likely to make some feel-bad games.
Legacy - Solidarity - mono U aggro - burn - Imperial Painter - Strawberry Shortcake - Bluuzards - bom
I was but I really wasn't. If one hoop you have to jump through is that you need 15 artifacts in your graveyard, then quite literally killing a player in this fashion requires 16 cards. Now we can (and should) debate just how easily you can accomplish this feat. Carthage turned it back around on me with CV, which similarly has hoops to jump through. But that comparison falls flat since the "hoops" are the lands you're already running and probably your general which you always have access to. MB doesn't do either of those things.
Also there are some other what-if scenarios, such as a nut draw of numerous specific cards, or looping turns. But are we really concerned with God hands and yet another way to exploit extra turns? Especially when looping turns makes the game end basically as fast as an infinite combo.
Misc. EDH Stuff: Commander Cube | Zombies (Horde)
Resources:Commander Rulings FAQ | Commander Deckbuilding Guide
Follow me on Twitter! @cryogen_mtg
It's more that the vast majority of players are absolutely awful at card evaluation. Even more are bad at understanding the EDH banlist philosophy.
Were people terrified of Revel in Riches?
The EDH banlist philosophy is not even internally consistent so of course players don't understand it.
If it was consistent gifts ungiven would have been unbanned years ago.
Also revel in riches is not a fun casual card.
I mean, in my Iname as One deck, I could cast Iname, Death Aspect and immediately dump 20 spirits in my graveyard to win with Mortal Combat. And I've done it before, too. But nobody is clamoring to ban Mortal Combat.
Two Score, Minus Two or: A Stargate Tail
(Image by totallynotabrony)
Maybe we should. It only requires five more cards than MB does.
Misc. EDH Stuff: Commander Cube | Zombies (Horde)
Resources:Commander Rulings FAQ | Commander Deckbuilding Guide
Follow me on Twitter! @cryogen_mtg
Mortal combat requires setup and then a full turn cycle, whereas besieged can only be answered by instants.
However Mortal Combat also wins the entire game right away which this...doesn't.
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
That's probably a point in MC's favor honestly. A full turn cycle to win the game means everyone will have incentive to answer it, and if they don't it wins the game. Mirrodin Besieged knocks someone out right away, but then gives everyone else a full round to answer it with the same incentive as MC, meaning that with MC it either gets answered or the player wins, while with Mirrodin Besieged one player is losing unless someone has an instant speed answer, even if it doesn't live through the round. And its that scenario, where it fires off early and just knocks one person out of the game, that worries me. Hatred is similarly capable of doing this, but is less likely to be used this way, as it comes with a significant cost (you pay enough life to make you an easy target for the rest of the table in order to one hit kill with it) and its best used to either take out someone you cannot deal with otherwise or to finish off the final player, as without spell recursion its a trick you can only do once. Mirridon B lets you go for the early kill with the further payoff of killing off more players if it sticks, so you are encouraged to play it earlier, and more often, than Hatred.
Its not extraordinarily powerful, and it does take set up, but the set up it requires isn't much, and it has a high potential for just ruining people's nights (ending the game quickly with a combo is worse at ruining nights than just taking one guy out quickly, as with the former you can start a new game, while with the latter one just doesn't get to play for a couple hours). Its not as bad an offender as CV (it doesn't combo with your commander, it is easier to interact with, and it requires more setup), but its worse than MC (setup is easier, it has the potential to just grief one player, shorter window of interaction). MC is a card that shouldn't be banned because its niche and requires too much work to make work, while CV is a card that should stay banned because its too easy to pull off and is an easy addition to any 5 color deck that actually has a 5 color commander. Mirrodin Besieged being in the middle means that I don't know yet if it will end up being problematic, just that it has the potential to be. Its certainly an example of things you shouldn't be doing in commander, but perhaps its inconsistent enough that it won't prove to be as bad as its potential. It also has an alternate fair use, which helps its case for staying unbanned. All cards like this should be watchlisted, now that it exists, but being watchlisted obviously doesn't mean its getting banned.
Onering's 4 simple steps that let you solve any problem with Magic's gameplay
Step 1: Identify the problem. What aspect of Magic don't you like? Step 2: Find out how others deal with the problem. How do players deal with this aspect of the game when they run into it? Step 3: Do what those players do. Step 4: No more problem. Bonus: You are now better at Magic. Enjoy those extra wins!
What are these games you are playing where one person dies to an intricate combo but then the game takes two hours to finish beyond that?
Self mill + one three mana spell is not an intricate combo.
Throw in something like a Mana Severance to cut out the potential to draw into a land when they aren't needed.
Maybe something involving Etherium Sculptor + Puresteel Paladin and/or Sram, Senior Edificer.
Then have a way to dispose of all the artifacts. Like maybe a Krak-Clan Ironworks for mana production, or a March of the Machines to cause the 0-cost ones to die instantly, or just Retract and discard enough.
Another potential way to setup a draw engine, assuming a cheerios or egg variant, is using Urza, Lord High Artificer and a Paradox Engine as he basically turns your useless artifacts into Sapphires which means more mana production which also trigger your Paradox Engine and allow you to repeat the process until you either have won or just hit a large enough land pocket that halts the process.
Oh and aside from extra turns, you can also just copy the triggered abiltiy of MS twice (assuming 4-player game) if you turned it into an artifact (Memnarch, Liquimetal Coating, or Mycosynth Lattice) with a Rings of Brighthearth + Tawnos, Urza's Apprentice.
I know I am missing well over a baker's dozen ways of other methods.
-Cheerios/Egg lines already has several ways of closing the game immediately such as Aetherflux Reservoir.
-Urza with 15 artifacts and a Paradox Engine is likely already casting his whole deck, so Mirrodin Besieged seems like the lesser of the tables problems.
-Last line still requires you to somehow have 15 artifacts in the grave + 4 other cards in play, doesn’t seem like a huge problem.
Any method that MB has for actually winning, not just removing one person, can probably be pulled off easier and more efficiently with other cards. The only negative aspect I am seeing to MB is the removing one player from the game and that person having to wait a while to rejoin, however plenty of other acceptable strategies (such as aggro and voltron) can already do this.
I was talking of the Ease of it in a multiplayer game especially after the first time when people know that letting it happen means death.