Dude looks fun,he seems to be tailor-made to be paired with Brimaz, but it's still a cmc 4, legendary card that does absolutely nothing by itself, so at MOST it'll be a 2-of and will probably not even see play at all.
Pod is far from the only tutor. But it, unlike most other tutors, is actually limited by both card type AND cmc. Making it the narrowest of all tutors(many of which are also repeatable). And I gave you a nice spread of spells and permanents as well.
Well, considering that there's a tutor card currently on the Modern banned list that is limited by card type AND cmc AND color...
And also doesn't stay in play for you to reuse it next turn, or allow you to tutor for a multi-color combo directly on the board WHILE gaining card advantage.
And if anybody thinks fetching Dryad Arbor turn 1 is broken in a format teeming with Anger of the Gods, Electrolize, and every kind of spot removal you could think of, well... think again.
The interaction is that karakas has to bounce Emmy before attackers are declared so annihilator doesn't trigger, and then you can just sneak it again, move to attackers and swing anyway.
Also, yeah, pretty lame that he didn't knew that, but BBD taking advantage of that to end up winning the game was awesome. Flawless play for him.
If i had to say something, I'd say an interactive game is measured in the quantity of elements that are relevant to the game.
To me, the most interactive would be control, and the least interactive would be combo. Control wants to answer to it's opponent's stuff with their own, so every spell and permanent becomes relevant to the game. Combo just doesn't care about most of it's opponent's spells or permanents. Stax and Ramp share the middle ground, and, in my opinion, ramp is more interactive than stax, as it cares somewhat about the boardstate in addition to it's opponent's answers, while stax promotes a game state where it takes over the board, making it so the only thing relevant is wathever answer an opponent may have to wrestle control of the board from him.
All of this, of course, from the perspective that the archetype in question has been able to "force" it's strategy. In reality, interaction takes place in the relation between the archetypes. A game of control vs combo or control vs stax is always gonna be more interactive than combo vs stax or combo vs ramp.
I saw MY oppressive card of choice on that list, and yeah, I totally disagree, but that aside, it would be a refreshing game to have all decks without any of those cards, both the ones on the list and the ones mentioned at the bottom. Time for some Sheldon EDH to see how it goes.
And also doesn't stay in play for you to reuse it next turn, or allow you to tutor for a multi-color combo directly on the board WHILE gaining card advantage.
And if anybody thinks fetching Dryad Arbor turn 1 is broken in a format teeming with Anger of the Gods, Electrolize, and every kind of spot removal you could think of, well... think again.
If you're going to ban something in pod, it has to be pod. Then you'd have a top 8 with 5 twin or storm decks on it, etc. MODERN ladies and gentleman.
Also, yeah, pretty lame that he didn't knew that, but BBD taking advantage of that to end up winning the game was awesome. Flawless play for him.
So far:
Thada Adel, Aquisitor
Cold-Eyed Selkie
Daxos of Meletis
Aven Mindcensor
If i had to say something, I'd say an interactive game is measured in the quantity of elements that are relevant to the game.
To me, the most interactive would be control, and the least interactive would be combo. Control wants to answer to it's opponent's stuff with their own, so every spell and permanent becomes relevant to the game. Combo just doesn't care about most of it's opponent's spells or permanents. Stax and Ramp share the middle ground, and, in my opinion, ramp is more interactive than stax, as it cares somewhat about the boardstate in addition to it's opponent's answers, while stax promotes a game state where it takes over the board, making it so the only thing relevant is wathever answer an opponent may have to wrestle control of the board from him.
All of this, of course, from the perspective that the archetype in question has been able to "force" it's strategy. In reality, interaction takes place in the relation between the archetypes. A game of control vs combo or control vs stax is always gonna be more interactive than combo vs stax or combo vs ramp.
Rafiq of the Many: Inquisitor's Flail
Oloro, Ageless Ascetic: Well of Lost Dreams
Zedruu the Greathearted: Paradox Haze