Generally you say that when you're trying to warn someone of consequences that you knew about before going into a venture...without spoiling you to much: didn't you promulgate these very two cards for inclusion :P, making this an odd caveat.
CSM matches are up here: CSM 3.52. Enjoy folks and have a good one.
I voted to un-ban Crucible and Life from Loam, so that warning also applies to me. I want to give these cards a chance to shine and then see if they will become too oppressive to the format, hopefully not but let's see.
If they end up being oppressive, we can ban them. But I suspect there exists sufficient graveyard hate to keep them under control. Once your loam gets exiled, you aren't getting it back, barring Pull from Eternity nonsense or eldrazi processing.
The main loser in this new ban list is the poor Enchantress Deck. Nothing relevant got un-banned for the Enchantress.
Even poor White Weenie gained a boost from the un-banning (Stoneforge Mystic). And even RDW got something out of the deal too (namely a metagame which will shift away from other aggro and midrange decks and more towards control and combo).
I actually think it got more than you'd think; you just need to be more creative. For instance, what stops enchantress from playing a hermit druid, loam, intuition, and mystical tutor package; this coupled with effects like replenish (etc) could generate vast advantage in very short order. Only requirement would be that you play blue in addition to G/W. Interestingly enough you could also play fastbond and courser which are both very fetchable in the enchantments deck, and generate a lot of advantage with a hermit druid as well. These are just a few ideas though; I'm sure there's tons more that you could figure out with just these few cards...see some of these cards even made your pet deck more consistent and viable
If I sent you a bad list then I apologize, Sensei's correct, LED is also authorized. I cannot fix the post #1, but when you get the chance to fix it, I'd appreciate it.
Not sure if anyone else has had the chance to brew at all under the new ban list but I've been putting up a few videos and a deck tech on a Sultai Loam Control deck that is pretty cool and now viable in the format: BUG Loam Deck Tech.
Enjoy folks and look forward to seeing everyone this weekend
Had an interesting conversation with another player in regards to one of the cards specifically unbanned (not the one I would think would be cause for greatest concern): Mana Drain.
Over the time I've spent musing and exploring this way of playing the game with you all, I've heard many folks equate Bribery to Natural Order. In an earlier post, I spoke to how I personally think this view of the card is wrong, excepting that if you're playing a Natural Order deck, then Bribery, when presented by the opposition, would appear in many ways to be a slightly less efficient Natural Order. The basis of my argument was that while Bribery is the best thing you can be doing against decks running Primeval Titan or even--gulp--more robust creature packages, typically it's getting something far more tamed in nature--maybe a utility creature or maybe something horrifically bad--like the top end of a RDW deck--Hellrider/Hero of Oxid Ridge. My point was Natural Order is a far more "natural" (consistent) card to play in ones deck, which should be built to benefit from it, more so than Bribery which is conditional on something you do not control--your pairing and what your opponent decided to bring to the table.
Off of my tangent, and back to Mana Drain, I think this card foments gamestates very akin to those generated by Natural Order, although both vary in function for how they get there.
1. Mana Drain is a higher upside card than Natural Order--it is more powerful--The highest upside application of mana drain is that you effectively stop an opponent's turn and prevent their board development or progress of win condition for a full turn cycle and also double your expected growth or progression of your own board or win condition. In terms of other cards actions, mana drain in its optimal use is time walk + drain power. However, mana drain, similar to bribery, requires your opposition to take action or have made decisions, in regards to building, prior to the game ever starting. If for instance my opponent is casting Savannah Lions or Monastery Swiftspear every turn, well, all my mana drain will ever be is a counterspell with at most nominal impact on the game (I'd probably rather dig for an answer to the board as opposed to leaving up permission...because at this point the board is already beating me and an apt opponent won't play into obvious permission when they can already win the game with the resources they've exposed to risk). The other downside to Mana Drain is that it relies on the user of it, to have resources available in hand to utilize the gained opportunity (mana) to present a sizable threat(s) or progression of the gamestate (i.e. if I have a fist full of counter magic and draw into more, then realistically, I've just cast counterspell to gain myself no advantage other than an additional draw step and freedom from whatever game impacting card my opponent attempted to resolve).
Natural Order can get many cards; however, if you are running it and have put impactful cards into your deck that can be tutored with this spell, then the ability to receive the card's benefits are only limited by your own decision making, not the actions of your opponent or their building decisions/deck choice prior to the event (there are obviously cases such as aven mindcensor or containment priest that can limit this cards capability, but the argument is one a priori of any extended exchange of cards, to include other permission or disruption).
Both of these cards will tend to generate a similar gamestate if used optimally--Natural Order is a 1-2 exchange, however, you'd be hard pressed to argue that 9/10 times, it will get a Primeval Titan, which is itself an immediate 3-1 upon resolution...and if it attacks--well I think you get the picture.
I would never say that mana drain is a less powerful card than natural order; it wouldn't be true. However, the card's inclusion in a deck comes at a cost of variance: 1. What is my opponent playing and can this card reach its potential? and 2. Can my deck effectively capitalize on the opportunity of a sizable mana endowment on the turn following this card's resolution? So Mana Drain is a far more variance laden card and comes at a greater cost to your deck's consistency; in many games it takes great effort to set this card up to optimize fulfillment of its potential, whereas, natural order will play out the same every time when it resolves, as long as you're playing the right cards, and you haven't had the misfortune of drawing them while trying to set up your NO turn.
Just some thoughts on the changing format and some ideas on how to evaluate Mana Drain, specifically if you haven't had the opportunity to play with it historically or in some other format.
Hope it helps guys and see you all this afternoon/evening.
Take it easy now.
P.S.-Just noticed the flavor text on the new iconic masters art linked to the Mana Drain card names above...pretty funny because this text also describes the difference between both cards in function...although I would say that there is a force equal to preparation, especially in a game involving 100 distinct cards, variance, sometimes you just draw the good stuff
I agree that NO and Bribery are not that similar. For example, when I'm playing my WW deck, I find NO pretty hard to beat especially when resolved on turn 3. On the other hand, Bribery is just not good against me- the best you're getting for 5 mana is a 3 or 4 mana creature that's better at attacking than blocking. Bribery is the reason I have Baneslayer in the SB instead of maindeck (funny how a single card is the difference between Bribery being meh and amazing in the matchup).
But even that comparison makes more sense than comparing NO to Mana Drain. One turns a creature into the best one in your deck, and the other is just a counterspell with potentially huge upside and no downside. They're similar to the extent that every good card is similar to every other good card in that they make you more likely to win, but that's about it.
Have fun today, unfortunately I won't be able to make it.
So after reading the last few pages of this forum (sorry, im catching up, not a frequent visitor here) let me get this straight- everyone argues how broken 4c blood is so we respond by banning a card not played in 4c blood (pod) then unban a bunch of combo enablers, mana drain, loam/fastbond/crucible, and Necropotence? In Senseirobs
breakdown a few post above from the results of last season, how often was the winner packing birthing pod in their deck or natural order for the matter? I haven't crunched the numbers so I really don't know. But shouldn't the criteria for a banning be a cards complete dominance to the point of warping the format? That would be reflected in the frequency of the winning decks, right? Let me also say as a green player the banning of pod (and even potentially natural order) doesn't actually bother me nearly as much as the unbanning of far more broken and oppressive cards. Like fastbond, Necropotence, loam, crucible, and mana drain. Wow.
As far as mana drain vs natural order. I would argue you have to look no further than the legacy format to see which is considered more powerful by wotc and the pros. Mana drain is banned BANNED in legacy yet natural order is completely legal but rarely, if ever sees competitive play. Another important strength of mana drain left unmentioned is that as a defensive spell it is potentially AT LEAST as good as the best spell in your opponents deck- capable of completely negating there strongest spell for only 2 mana. And yes on top of that it still has all of the strengths lowman mentioned. I'm not looking to get into a long draw out back and forth debate about this (I don't have the time) but it does seem like only one side of this argument is being represented on this forum so I figured I'd offer my 2c.
Anyway, with all of that being said I'll be trying my hand at the new blend of 100c but I am not optimistic it will be an enjoyable gaming experience- I'll be engaging in the loam/crucible vs graveyard hate arms race along with the rest of you.
1. Congrats to Booze Mongoose on his victory over the dirty loam decks with Jeskai Tempo Twin (aggro/control); the trophy has been included below Shortly to follow I'll link the CSM event's recording here: CSM 4.01.
2. My argument historically was that to beat 4CBlood (with a non-deliberately built deck to beat it, that lost for instance to a lot of other things at a high rate, but beat this deck at a high rate), or make it so the meta would have balance, we needed to provide high pay off to control and combo decks. This makes 4CB no less viable or more viable (although perhaps now it runs SFM), but made archetypes that are naturally great and predatory decks against the midrange/goodstuff decks more viable and competitive. By making control and combo more viable, you also in turn make aggressive strategies like RDW or WW more viable because these style of decks tend to be the bane of control or combo decks, because they just can't out pace them to their own win con, and their answers while powerful, tend to come too late in the game to make a relevant difference. In turn, with aggro being viable against the decks trying to play control or accomplish broken combos, you make the goodstuff decks a viable choice, because they tend to eat aggressive deck's lunch. Regardless, we voted on the cards, so birthing pod being banned is not a product of it being over used and dominating (although it was likely at that point the most busted card in the format, now that likely goes to Fastbond). 4CB wasn't and isn't a busted deck, it's just very good, there's no one card in it that makes it good, the flexibility and efficiency of the deck is what makes it powerful, like all midrange decks, I have options to play control or go aggressive; this deck's efficiency allows it to make the switch very rapidly, which under the building constraints of the last meta, made it one of the most powerful decks (not saying it can't be beaten, but it was on the top of the pack, by a decent margin for the volume of its presentation in tournament as a ratio of how often it won). So the argument I was getting after was, if we don't want to nerf this deck, because really we couldn't without a litany of bans on cards that are and can be played in a variety of other decks, how do we make viable, in the format, different natural strategies that can consistently beat 4CB, ergo unban cards that make control and combo strategies more powerful. Pod was a casualty of the vote...plain and simple, if we want it back in, then next time we vote, vote to put it back in.
2. In regards to Mana Drain; I acknowledge all, I think what my point was is there are similarities between the bribery vice natural order argument. Mana Drain is the better card, but it is situationally great and always decent (can't complain with a two mana counter), oddly enough in the only other format where it's legal, vintage, it rarely sees play, why because it's a conditionally good card, and when most deck's curves top at 3 mana, or play thorns/chalices/sphere's of resistance, or don't cast many spells at all (dredge), then it's bad. So, I was trying to draw similarities between that earlier argument and MD; however, and what I find ironic, is that in many ways when MD is used in its most optimal way (counter spell/erase their turn and double your own spell casting on the following turn with relevant cards) then it has many similarities to the effects of a resolved natural order for primeval titan (sometimes it goes for craterhoof, but when it does it generally means the game has ended). I've seen a resolved primeval titan on T3-4 be beaten once before, but that was about it, it's one of those plays that just generally wins the game on the spot (or draws all of the opponents resources out to a point at which any follow on resource from the NO caster just wins the game), basically it says stop this now, or lose the game. Which I tend to be fine with, some folks may not be, but I also think that to take a stance that a far more situational card (mana drain) that can have the same effect in another color pie is too good is folly. As we've all said, sometimes it's just counterspell, is counterspell better than natural order, I don't tend to think so, but when you add the fact that it can ramp you, then I'd agree it's a better card. But the fact still remains, you don't get selection with it (like NO), ie you must have relevant cards already in your hand, or draw into them, to make the "ramp" relevant, your opponent must also be playing cards that are capable of generating the necessary mana you would need to capitalize on casting this spell. My point is not that it's a worse card than NO, but that it can have a similar effect on the game, but if as most have said, it's just used as a counterspell, then in that situation the card is doing a lot less work than a resolved NO. The card MD is a higher variance card, NO will work if you put the cards in your deck, MD involves having relevant follow up after casting it, and involves your opponent casting sizable enough cards that it can generate you enough mana to play your own relevant cards--otherwise it's just a counterspell (and most times it is); so I guess I wonder what the fear is of it. In general, this diatribe wasn't for folks that have played with the card for an extended timeframe, it was for the folks that may never have cast it to provide context on how it can and how it generally does effect the game state, if it came off in a condescending way, that wasn't my intent, it was more so to provide my thoughts on the card to players that may have never cast it before or wanted context on how, in it's optimal use, it can be used to shape games. (But Rob, you're right these cards are not that similar, or they're similar in the same way that MD is similar to living death, ie anytime you can cheat on mana advantage (literal in MD's case and something like 20 mana worth of critters for 5 mana invested, plus negating all of theirs etc, yeah LD is a fun card, swings mana advantage more than a Wurm Coil swings combat steps) and selection, you're highly favored)
I think there is likely some unwarranted fear of loam/crucible lock, come and play the new format try it out, run basics, go underneath this strategy, one thing loam doesn't do is win very fast, so aggro will punish it horrifically...and if you want to play midrange good stuff decks, then run them, they'll be great against the aggro decks that are crushing the combo/control decks of the format. The point of it is to balance, some folks think that loam will do horrible things to the format, I tend to think that yes, if you run 4 color midrange decks you'll tend to lose to loam, but it can be beaten by other strategies which are soft to 2,3,4 color midrange decks. In the end it's about balance, and if we find we do not have that, then please vote cards out or back in that are not keeping the format lively and open to multiple different types of play. But the first step is, come and give it a try, Rob I promise WW is still a great deck, Fish can be a strong one too; JohnnyR, RG stompy is still a great deck too, bring it out...I honestly believe anything can win in this meta...but at the same time, I think everything has soft matchups now, which means, sure bad pairings could get you :/, but I think right now you can't just walk in with a best deck and win it everytime. Matter of fact two loam decks lost to Jeskai this last weekend; early threats backed up by disruption will tend to get the job done in this matchup where your opponent requires greater setup time and durdling.
Anyway, just my takes on it, but please come out and try the format out, it's different, but I think in time we'll see in a good way...and if we don't then we'll go back to voting and we can change it.
Thanks guys for the input, and keep it coming if you have the time, I think open discourse is good for the format's growth.
I don't know why suddenly the comparison of Natural Order and Bribery came up again (and Mana Drain). I already tried to explain why Natural Order is a 'ban worthy' card (the same way Mana Drain possibly could be) and why Bribery is hardly on par with these cards some time ago when people were crying for the ban of Bribery.
I'll digress for quite a while... This weekend I went to participate in German Highlander event and during it I met with 2 council members of the rules committee. I wasn't the one asking them questions but they gave me some insight on the new bannings and how the voting went on. The cards in questions were
Mystical Tutor banned.
Entomb and Imperial Seal unbanned.
Discussed cards (due to Berlin-based group primarily) were Dig Through Time and True-Name Nemesis. I may talk about that in an article, not here.
When I looked at the announcement (I didn't read the explanation) I just had no idea why this happened and couldn't come up with an explanation for this with the exception of Mystical Tutor is a win con in Izzet Control and UWb Combo-Control with the former being the deck to beat and UWb Combo-Control rather falling behind because of all the powerful creatures and 'walkers being printed.
There's been a lot of talking about Demonic Tutor as well and as I already noted somewhere here on these forums this card is often looking for answers or a land. It's not a card that in most cases would just find win condition and win the game even though this tutor is powerful.
Mystical Tutor is more limited in terms of what it can find. It can be played at Instant speed though, costs one mana and thus is very difficult to disrupt. The thing with Demonic Tutor is that you need to pay the mana up front and spend even more to play the tutored card unless it's Wasteland or something. This gives room for disruption unlike Mystical Tutor (Vampiric Tutor). In the case of the blue tutor that's not really the case because there's hardly enough room to do something between upkeep and draw or end step/draw.
Mystical Tutor is played in decks that often look for a win condition with this card or look for something that puts the player in a winning condition (see Ruination, Terminus etc).
Example from the event I went to play. Mystical Tutor was fetching in my case 2x -> Enlightened Tutor -> Win Condition, or 1 Entreat the Angels (win), or 1 Terminus (win next turn with combo). The winner of the event was looking once for Ruination and twice for Price of Progress winning the game with both cards. Demonic Tutor in my case looked for 1 Wasteland (so I wouldn't die in two turns), 1 Taiga (I was mana and color screwed), 1 Zealous Persecution (I expected TNN to happen, it happened next turn), Siege Rhino (needed to get out of Bolt range). In all those games I looked for a card that was meant to save my life and I still could have lost the game. While I sometimes play Demonic Tutor to look for Falkenrath Aristocrat to win the game it's very rare. With Mystical Tutor it's almost always going for the win. The power level of the cards of what they do in different decks is totally different. Actually Mystical Tutor right now is far stronger than Demonic Tutor.
Now look at Vintage. Demonic Tutor and Mystical Tutor are both tutors that are played in Vintage. You will see way more Demonic Tutors than Mystical Tutors and it's Demonic Tutor that is usually looking for the win condition or a card that is needed in order to win the game (for example Tolarian Academy, Time Vault etc.). Mystical Tutor while it can look for Tinker of looks for a card advantage cards and often is even just cut from decks because it is a card disadvantage and doesn't look for the card that the player usually needs. For example a Delver deck profits from Mystical Tutor more than a Tezzerator deck.
The power level is different. Demonic Tutor is way more potent while Mystical Tutor is a card people can do without and even is often replaced by Merchant Scroll which doesn't cost us a card, just one mana more.
What I wanted to say is that we have two similar cards both with cons and pros and different power levels in different contexts.
Now Bribery and Natural Order can for some people look similar. They both look for a creature and put it in play. While one is dependent on what you put in your deck the other on is dependent on opponents deck. One costs a creature and the other one mana. Bribery often doesn't have that big impact on the game. Often you won't find a creature worth 5 mana. Natural Order doesn't usually have many targets in a deck either because those cards that are worth Ordering into are difficult to cast in those decks (unless you are on some kind of ramp and just use that as a tutor). Anyway, in most cases we are talking about Primeval Titan which is 3/1 card and is the 'Ancestral Recall' of Green color in Magic. When NOs were being played hell a lot in German Highlander more Midrange-Control decks were running Bribery so they could search for the said Ancestral Recall. When Natural Order was banned though Bribery quickly disappeared from the metagame because it lost its green target worth searching for in opponent's library.
Mana Drain is a very strong card but many players do not really know why and many players just simply don't know how to play against it. We talked with the German players about it as well. Mana Drain is powerful mostly because players are not used to play against it in general. If Lowman02 will upload are yesterday's games there was 'in theory' fishy play for some but totally clear Mana Drain for others. I will give an example from one event I played.
I was on 5c Midrange and my opponent had me dead on the board in two turns. He knew that I didn't play much in the past few turns so it was clear I didn't have any creature, removal or planeswalker. I still clutched some cards in my hand though and my only way of survival was chumping with Creeping Tar Pit. It was also my only way to win the game. All I needed is mana so I could animate the land and equip it with Sword of Fire and Ice and attack for lethal (I didn't have that). My opponent decided to play an additional creature that wasn't necessary (didn't change the clock, it was still 2 turns even if I killed something or chumped with Tar Pit actually). I played Mana Drain on it and next turn killed my opponent the way I envisioned. My opponent complained that Mana Drain is too powerful and should be banned while it was the only card he was actually dying to in my deck and could easily play around it.
Mana Drain for me is very similar to Natural Order (me and lowman view the game very similarly so I'm not sure how common that view is) because it often has very similar effect on the game. Mana Drain is driven by variance more because your opponent has to play something and you need to be able to play something with that mana. If Mana Drain is not your only counterspell in your deck you can often wait for the right moment. I usually am saving the card till I can land Jace, the Mind Sculptor (or a different planeswalker) and have mana for another counterspell or two. Against some decks - RDW - the card may not be that strong since you pay 2 mana and will get usually 1 in your next main phase. Natural Order is a card that you play in a way so that you can also maximize its effect. Meaning for example t3 NO into Prime Time meaning that you have 5 lands in play, 6/6 body and you just lost the spell and a mana dork. If Titan attacks, well you way too far ahead. Imagine that you wouldn't run Primeval Titan or Thragtusk but would play just normal creatures 4c Blood plays normally. If you'd tutor let's say Tireless Tracker (a very strong card as well), how would that feel?
Understand that both cards are played in a way we can profit from them and if we do it create a very big swing in tempo that can win the game. that's the power of these cards. I won 10% of matches just because of Natural Order, I won about 5% matches because of Mana Drain which is a very high number considering the fact that my deck was practically splashing Blue for Jace, the Mind Sculptor and Mana Drain no matter how insanely that sounds.
Bribery simply doesn't create such a swing most of the time. I can't even remember many games that I won thanks to Bribery and I certainly know I won many games through my opponent's Bribery even if the target was Primeval Titan, because it often hit ('too late'). Hm I have the impression I just wrote what I already said x times before...
Mana drain is banned BANNED in legacy yet natural order is completely legal but rarely, if ever sees competitive play.
Elves is a reasonably popular deck in Legacy, and Natural Order is usually a 4-of in that deck. It is not a joke or troll deck, but it is definitely a glass cannon. So I don't think it's fair to say that NO rarely if ever sees competitive play in Legacy.
First of all. As for popularity of the deck - it was never a popular deck - thus won't be able to be anywhere close to tier 1 decks. As for its efficiency, the deck is efficient enough to reach tier 1.5 decks (with tier 1 being BUG Loam).
As for Reanimator. I honestly would say that it won't be able to reach the tier 1 status nor tier 1.5 status because for me there is practically a single deck at tier 1 which would be BUG Control with Loam. Then there will be many different decks of all kinds from 4c Blood, Izzet Control, RDW, White Weenie/Death and Taxes, Jeskai Midrange/Tempo etc. I honestly think that Reanimator is trailing behind these decks which though doesn't mean it is bad. It wasn't utterly bad before either. I just felt that the deck was not consistent enough (in the form I liked) for me to consider running it at any event. The deck could have been tweaked in a way that partly it would make up for the loss of tutors. There are other cards or ways how to cheat creatures in play. I wasn't willing to do that since Reanimator is on the decline in general because creature decks are way more potent now. That is also the reason why UWb Combo-Control is not that awesome now for example (not that it would see much play in CSM). With a viable control though (BUG Loam)and more combo decks (Storm for example) in the format the 'power' of this deck will rise as well. It can win events the same way any of the decks I mentioned, it just needs more dedication from the player. The deck is driven more by variance than other decks but with the cards that were unbanned the deck gained some power to be more consistent as well. These two facts combined make the deck a way more viable than it was pre-unban.
I wouldn't be afraid to bring it to the table now. Now the format is open to various decks which will make all the tiers more intertwined. The metagame in CSM can be totally different and since it is unexplored it can take a long time since actual tiers will emerge. There won't be 'the best deck' now since there will always be an opposition now to something that would start being dominant. Stop thinking in tiers but rather in what deck preys on which and what can be done to make the matchups' win percentage more 'flat' or more focused omitting certain matchups.
Accidentally deleted CSM 4.01, but managed to catch the game that Stsung was talking about (the mana drain game). Unfortunately, due to other uploading at the time, and a client that had been left on for two days, we had to circle back around and commentate on the recording because during live commentary, well, you'll see, time was a near thing for both players. Specifically, what Stsung is talking about is deliberately going to one's second main phase (when there are not creatures or any other permanents on your board) to resolve your spells; this tends to be a tell that one has mana drain to cover a play, because typically it is more beneficial to have the mana drain mana on your first main, after you've seen an additional card and you've gotten a complete untap. This is not universally true, but it's also a decent bluff as well if you find yourself in a contested permission battle with very little action on board (and an opponent who will play around such things). If you're interested in the mana drain game, it's actually game two in the 3 game match between URMoon (Stsung) and DarkJeskaiTempo (lowman02).
Also, big news, 32 Treasure Chests will be added to the prize pool next week, 16 to winner, 8 to second (if there are finals), with the remainder being split between the X-1s, if we don't have finals then 16 will be split between the X-1s.
Sorry for the short turn post, but I kind of wanted to continue showcasing what some of the new cards in the format can and cannot do. In the video linked below, I make a showcase of the card Necropotence. A card that upon it's printing was highly misunderstood, not in what it did, but in the massive advantage it provided to its caster. However, I think in the 100cs world this card is far less powerful than was realized in the days of yore; a lot of that has to do with the overall card quality and economy you are forced to play with in order to gain maximum advantage with it.
Although, I will say, if you make it through this two game set (both involving the card Necropotence) that it was a great throw back for me to resolve a T1 Necro (Although I was playing the wrong art :P)
PS- JRogue sorry for missing your last two game requests man, I leave modo on pretty often...afk my bad man :/
If anyone else agrees with stsung that Reanimator is not even capable of Tier 1.5 status in our format, can we consider an "emergency un-ban" to un-ban the card Entomb so as to give this archetype a boost?
Since the purpose of this last round of un-bans was to allow each archetype to shine, I'd like to see Entomb unbanned.
Reanimator is fine, and right now what the format needs is to be determined not shaken up more. Build with what we've got, and in 6 months we'll go back through and entomb will be an option. Also, reanimator can compete just fine right now. The idea was to make different archetypes viable, not the best they could be.
I'm not sure if you understood what I wrote in my post Reanimator is totally playable (meaning VIABLE) it doesn't need a boost or anything. Just put it together and see. Me and Lowman have Reanimator decks built so you can play against either of us to see what it does before committing if you like.