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9 months ago ::
Sep 12, 2012 - 6:09AM
#11
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Date Joined:
Jul 29, 2005
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Snapcaster mage is a more powerful card than most of the modern banned list.
The only reason it is not banned is because its not part of a combo deck, and because it is a creature.
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9 months ago ::
Sep 14, 2012 - 8:27AM
#12
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Date Joined:
Dec 16, 2008
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With the format only being a year or so old, the decks that have unusual interactions or that are built more on synergy simply haven't had enough time to be fully tested and tuned.
Not to be grim or anything, but unfortunately the evolution of these "unusual interactions and synergy" won't happen. Why take the time to do such things when designs of newer cards clearly dictate what is the best card for a particular slot? If can make a red mana and you are not running Lightning Bolt, it is because there is something wrong with your brain, not because you are building synergy, testing, and tuning. The same goes for Snapcaster, Tarmogoyf, Path, and others.
And the banned list is too darn long to get anything "unusual" going.
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Disregard women acquire chase rares.
There are a lot of dudes for whom this is not optional.
How;s a 2 drop 1/2, Flying broken? What am I missing?
You're missing it because *turns Storm Crows sideways* all your base are belong to Chuck Norris and every other overused meme ever.
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9 months ago ::
Sep 25, 2012 - 1:22PM
#13
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Date Joined:
Sep 25, 2012
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Well, we all know DCI just picks cards out of a hat and slams the ban hammer on them. I see where MM would be a problem though, I just don't see where dread return is an issue especially with all the grave hate now. Anyways I remember when I was working on hulk/flash the same week flash got banned and literally I was like WTF instead of banning the broken card you ban the card that nobody EVER played with, but yeah luckily I was able to sell the flashes back as much as I bought them for. I dunno though guys this was one reason I left magic in the first place next to job issues and the shop I went to shutting down, plus all my friends hated playing against dirty kitty, sunny side up, trainwreck, T1.5 vial gobbos, scepter/chant, Aluren, etc... =\
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5 months ago ::
Jan 02, 2013 - 8:55AM
#14
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With the format only being a year or so old, the decks that have unusual interactions or that are built more on synergy simply haven't had enough time to be fully tested and tuned.
Not to be grim or anything, but unfortunately the evolution of these "unusual interactions and synergy" won't happen. Why take the time to do such things when designs of newer cards clearly dictate what is the best card for a particular slot? If can make a red mana and you are not running Lightning Bolt, it is because there is something wrong with your brain, not because you are building synergy, testing, and tuning. The same goes for Snapcaster, Tarmogoyf, Path, and others.
And the banned list is too darn long to get anything "unusual" going.
lava spike and splicing can be pretty funny 3 mana for 5 damage with the right cards
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4 months ago ::
Jan 25, 2013 - 1:42AM
#15
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My problem with the modern banlist wasnt the cards they banned, but the reasons given for their banning. Like in the article banning mental mistep, they basically said it stops t1 aggro plays like wild nacatl that win aggro players the game. At the time Nacatl was not banned. I heard that and it felt like they basically were saying we want an aggro deck in every top 8. and thats not how magic is supposed to go. The players and their choices should decide that, not the Company with their banlists. Same with Affinity lands. Affinity is a very easily beaten deck, if you have the forsight to prepare for it. If you ignore it, you will get blown out. Thats on the players. By banning lands, you basically say to players, you dont need to worry about fastest affinity, just get ready for fast affinity. which isnt so bad. Not complaining about robots(my modern deck) mind you, just an example.
------------------------------------------------------------- Decks that I play Legacy- Ravager Affinity Modern- Standard- RWU Flicker EDH/Commander -RWU Numot
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4 months ago ::
Feb 09, 2013 - 3:19PM
#16
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Date Joined:
Jul 29, 2005
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Hate me if you want, but this is what I would do for the modern banned list:
Ban:
Hypergenesis - obvious Skullclamp - obvious Stoneforge Mystic - too strong with jitte in the format Dark Depths - too fast of a combo to interact with Cloudpost - Generates too much mana too quickly Narcomeoba - main dredge enabler Heritage Druid - main elfball enabler Cranial Plating - enables fastest affinity kills Grapeshot - Main kill card for storm Blazing Shoal - fast combo card enables turn 2 wins
What I would not ban:
Artifact Lands - no reason to ban 5 cards over 1 Jace the Mindsculptor - amazingly strong card, but overrated for modern, no FOW backup Ancestral Vision - Slow draw engine Bitterblossom - Slow token producer Rite of Flame + Seething Song - Without Grapeshot, only weakened storm variants exist Sword of the Meek - Slow, easily interacted with combo Green Sun's Zenith - Joke of a ban Bloodbriad Elf - Not nearly strong enough to be banned Ponder + Preordain - Not necessary if you ban the combo win cons outright Glimpse of Nature - not as much of an enabler as Druid Golgari Grave Troll + Dread Return - Dread Return is weakened tremendously without moeba Jitte - Possibly borderline, but i think its ok to test out Chrome Mox - Costly mana acceleration Punishing Fire - Solid answer to fae which would be strong with these bans Mental Misstep - strong answer to Delver/Zoo Sensei's Divining Top - format should still be fast enough to compensate for this card slowing down games
There it is, only 10 cards banned, mostly aimed at offing the fastest combo decks.
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4 months ago ::
Feb 10, 2013 - 3:21PM
#17
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You realize Citadel is safe because it doesn't produce colored mana? If you unbanned the 5 that actually can give you colored mana, you'd get a return of Affinity, a deck that caused people to leave the game in droves. Ponder AND Preordain might give combo too much on an edge. I'd probably leave one of them banned. Ponder would probably still be banned due to it's "Shuffle" clause, which can slow games down if done frequently. Misstep should always be banned. Aggro would play it MD just to answer other Missteps. Glimpse is still a huge CA enabler. As far as Dredge goes, there still are Bloodghast s around. With Fetchlands it'd be really easy to mill 3 Bloodghasts into the yard with some Bridge from Belows, play a Fetch, landfall in the Bloodghasts, sac them to Dread Return for say Flame-Kin Zealot , then with that on the stack, crack the fetch to get all those back into play before Zealot makes it's appearance. With 2 Bridges that's 10 3 power creatures (thanks to Zealot) suddenly in play. Punishing Fire with Grove of the Burnwillows equates to unlimited burn. Any deck with Red would play both as 4-ofs, because what Red deck doesn't want to always have removal? I would totally rock out with a Pyromancer's Swath combo deck built around Fire + Grove. 3 mana, 4 damage to anything every turn without fail seems good. JtMS is still too strong. He's just too much on his own, him in any Blue deck just makes the deck better. Who doesn't want a free Brainstorm every turn? Of have the option to Unsummon the other guys bomb? Or to manipulate the top of the other players library? AND he can be a win condition? I don't like playing against Thopter Foundry + Sword of the Meek. 1 mana for 1 life and a 2/3 flyer is pretty rediculous, once the combo's online, you just play Draw, Go and make a bunch of token every turn and just burry people in CA. Foundry makes them go in Blue so they already have the control they need, they can go Black for more control and use Dimir Infiltrator as a tutor for their pieces. I'm pretty sure banning Grapeshot makes storm mostly unviable. To risky to try to go off with Ignite Memories and Dragonstorm would likey be just too slow. Wizards really needs to print some good control spells to help keep combo in check. FoW does this in Legacy/Vintage. Maybe some kind of soft-counter equavalent? Pitch a Blue card, pay 1 life, counter target spell unless it's controler pays  . Or a modified version of Disrupting Shoal , with X being how many Blue mana symbols are in the exiled card's casting cost. But that would be rather hard to write simply.
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4 months ago ::
Feb 11, 2013 - 5:06AM
#18
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I would like to see Flusterstorm reprinted in a standard set, since Commander and Planechase products aren't legal in Modern. Frankly, Wizards probably knows we need answers, and they'll be lurking in DGM, M14, and/or Friends Block.
I did like Valakut's unbanning though. It definitely gave me faith that the banlist won't only get bigger.
Favorite set: Arabian Nights Favorite planeswalker: Taysir, the One Made of Five Favorite book cycle: Ice Age Favorite creature type(s): Elephant (W), Minotaur (R), Shade (B), Spider (G), Cephalid (U) Myr (Artifact) Standard: Gruul Control Modern: American Human Tempo; Zombie Tribal EDH: Aboshan, Cephalid EmperorCube: The Moons of Mirrodin
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4 months ago ::
Feb 11, 2013 - 11:16AM
#19
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Date Joined:
Jul 29, 2005
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If I were to revise my original banned list, I would probably now go with:
Plating Skullclamp Hypergenesis Dread Return Glimmerpost (to allow Cloudpost to come off) Grapeshot Dark Depths Blazing Shoal
Elves probably aren't even that broken, just run sweepers like Pyroclasm. Stoneforge - creature or artifact removal. Remember, the only goal here is to prevent turn 3 wins. Everything else is irrelevant.
I wish they could just up the life totals up to 30, but alas
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4 months ago ::
Feb 11, 2013 - 2:46PM
#20
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Date Joined:
Aug 30, 2007
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^Pretty sure this is trolling.
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