You're absolutely right. Though I would prefer that hive mind be banned, there's no telling what summer bloom could enable in the future, so it is better to ban the enabler.
It just makes me sad because I like land shenanigans a lot. Like summers bloom and crucible of world's to recur tec edge three times.
I feel like amulet is in a relatively fair place, and the only card in it that should even be considered for a ban is hive mind. Any deck or enough decks should be, in theory, able to kill a primeval Titan with a terminate, path, double bolt, vapor snag, or interrupt it with hand hate.
The problem card is hive mind. It's one of the hardest types of permanent in modern to deal with in the early game (enchantment) because the only main deck enchantment hate I can think of is abrupt decay, which it dodges. It comes down too quickly for a counterspell in the ideal scenario, and when your opponent plays it they win the game in a way most decks can't interact with at all.
Banning hive mind is one of the few cards you could ban out of amulet bloom without completely killing the deck.
I also agree with the poster above me on his point of is the deck really unfair? Or does it just feel unfair?
Smallpox is by far the best. And with little effort, you can make it entirely one sided. It's hilarious vs burn, some affinity hands, jund, tron, control, amulet bloom, and especially, ESPECIALLY Bogles. Vs bogles you usually just straight up win.
If he casts center soul on his heir to the wilds while savage punch is on the stack, savage punch will be countered, as it is trying to target a creature (heir) with protection from green.
Sorry for taking so long to post my list, I haven't had internet for a week and I only had the list on mtgo.
I ended up removing tooth and nail because it was stuck in my hand too often when I was unable to cast it.
I'm also excited for BFZ because of the card Bring to Light, which functions as 4 redundant copies of gifts ungiven or scapeshift.
I'm currently at work, but I'll post my deck list either later tonight or tomorrow when I get home.
Another good card I forgot to mention is primeval titan, as it can close out the game quickly and let you find panglacial when you attack the turn after.
If you're running esper tutor edition battle of wits, look at the enduring ideal deck. You could lock out the game the same way they do then win with battle of wits.
So, I've been running this deck on MTGO as that is really the only way to run it effectively. I tried a tutor heavy version with enlightened tutor and the transmutes but the problem is battle of wits itself is the weakest win condition in the deck. You have to play it and hope they don't bounce it or destroy it and hope they don't have lethal on the swing back and survive for a turn. So finding more ways to vast battle of wits is not where the deck wants to be.
Every game with this deck is something different, and extensive testing has taught me that you want as many one card combos as possible. For example: gifts for iona/elesh/terastodon is a one card combo, as is scapeshift. So, I've been running tooth and nail for emrakul and xenagod and a little more ramp than this list to great effect. I actually have a couple cultivates and kodamas reach. Instead of wall of roots I've been running sylvan caryatid because color has been hard to fix sometimes.
With BFZ coming out, there is one card I see that is an automatic four of in the list. The U/G converge card that lets you tutor for any instant or sorcery with CMC less than or equal to the number of colors you spent to cast it. It's 4 redundant copies of gifts or scapeshift in this deck because this deck is 5 colors.
I don't run the Godo + batterskull because I cannot afford batterskull online, but that is the only major combo I don't run in this deck. The deck is fun because it has so many plans of attack and they're all viable. The issue is knowing what is a good hand and what is unplayable.
For example, in game two v a Jund deck I kept obstinate baloth, 4 land, cantrip, and rampant growth. Baloth did a lot of work vs turn three liliana tick up.
Be aware, if you run Sleight of hand in this deck, after you have shared fate down if they take it, they'll be able to use it to look at their own library's cards and pick one because it is not drawing a card.
It just makes me sad because I like land shenanigans a lot. Like summers bloom and crucible of world's to recur tec edge three times.
The problem card is hive mind. It's one of the hardest types of permanent in modern to deal with in the early game (enchantment) because the only main deck enchantment hate I can think of is abrupt decay, which it dodges. It comes down too quickly for a counterspell in the ideal scenario, and when your opponent plays it they win the game in a way most decks can't interact with at all.
Banning hive mind is one of the few cards you could ban out of amulet bloom without completely killing the deck.
I also agree with the poster above me on his point of is the deck really unfair? Or does it just feel unfair?
Courser of Kruphix is also food for the top deck filtering and lifegain.
I ended up removing tooth and nail because it was stuck in my hand too often when I was unable to cast it.
I'm also excited for BFZ because of the card Bring to Light, which functions as 4 redundant copies of gifts ungiven or scapeshift.
1 Arctic Flats
1 Blood Crypt
4 Bloodstained Mire
1 Boreal Shelf
4 Breeding Pool
4 City of Brass
1 Frost Marsh
3 Ghost Quarter
1 Godless Shrine
1 Hallowed Fountain
2 Highland Weald
4 Hinterland Harbor
1 Island
1 Kabira Crossroads
1 Kessig Wolf Run
3 Mountain
1 Mouth of Ronom
1 Overgrown Tomb
2 Raging Ravine
4 Rootbound Crag
1 Sacred Foundry
1 Seachrome Coast
4 Shivan Reef
4 Snow-Covered Forest
4 Snow-Covered Island
4 Snow-Covered Mountain
1 Snow-Covered Swamp
1 Snow-Covered Plains
4 Steam Vents
4 Stomping Ground
4 Sulfur Falls
2 Tectonic Edge
1 Temple Garden
4 Temple of Abandon
4 Temple of Mystery
1 Tresserhorn Sinks
2 Valakut, the Molten Pinnacle
1 Watery Grave
4 Windswept Heath
4 Wooded Foothills
4 Yavimaya Coast
Creatures
4 Sakura-Tribe Elder
4 Sylvan Caryatid
4 Coiling Oracle
4 Courser of Kruphix
4 Obstinate Baloth
4 Siege Rhino
4 Thragtusk
4 Primeval Titan
1 Elesh Norn, Grand Cenobite
1 Panglacial Wurm
1 Terastodon
1 Iona, Shield of Emeria
1 Repeal
1 Spell Burst
4 Path to Exile
4 Serum Visions
1 Burst Lightning
4 Lightning Bolt
1 Noxious Revival
1 Reclaim
4 Relic of Progenitus
1 Cyclonic Rift
1 Echoing Truth
4 Mana Leak
4 Merchant Scroll
4 Negate
4 Remand
4 Pyroclasm
4 Farseek
4 Into the North
4 Rampant Growth
4 Lightning Helix
4 Compulsive Research
4 Monastery Siege
3 Dismember
4 Anger of the Gods
3 Slagstorm
1 Cultivate
1 Kodama's Reach
4 Search for Tomorrow
4 Firespout
4 Leyline of Sanctity
4 Gifts Ungiven
4 Cryptic Command
4 Scapeshift
4 Battle of Wits
1 Unburial Rites
4 Thragtusk
1 Urban Evolution
1 Cyclonic Rift
1 Echoing Truth
2 Hurkyl's Recall
2 Countersquall
3 Ancient Grudge
3 Combust
1 Shatterstorm
2 Nature's Claim
Another good card I forgot to mention is primeval titan, as it can close out the game quickly and let you find panglacial when you attack the turn after.
If you're running esper tutor edition battle of wits, look at the enduring ideal deck. You could lock out the game the same way they do then win with battle of wits.
Every game with this deck is something different, and extensive testing has taught me that you want as many one card combos as possible. For example: gifts for iona/elesh/terastodon is a one card combo, as is scapeshift. So, I've been running tooth and nail for emrakul and xenagod and a little more ramp than this list to great effect. I actually have a couple cultivates and kodamas reach. Instead of wall of roots I've been running sylvan caryatid because color has been hard to fix sometimes.
With BFZ coming out, there is one card I see that is an automatic four of in the list. The U/G converge card that lets you tutor for any instant or sorcery with CMC less than or equal to the number of colors you spent to cast it. It's 4 redundant copies of gifts or scapeshift in this deck because this deck is 5 colors.
I don't run the Godo + batterskull because I cannot afford batterskull online, but that is the only major combo I don't run in this deck. The deck is fun because it has so many plans of attack and they're all viable. The issue is knowing what is a good hand and what is unplayable.
For example, in game two v a Jund deck I kept obstinate baloth, 4 land, cantrip, and rampant growth. Baloth did a lot of work vs turn three liliana tick up.