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9 months ago  ::  Sep 12, 2012 - 6:09AM #11
billiondegree
Date Joined: Jul 29, 2005
Posts: 506
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
JustTerrorIt
Date Joined: Dec 16, 2008
Posts: 9,141

Sep 3, 2012 -- 8:56AM, MadAdmiral wrote:

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.

 

Orzhova Witness

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May 29, 2012 -- 9:20AM, Mata_Hari wrote:

May 29, 2012 -- 9:13AM, febbstalicious42 wrote:

Disregard women acquire chase rares.

There are a lot of dudes for whom this is not optional.


Jun 9, 2012 -- 1:54PM, bay_falconer wrote:

Jun 7, 2012 -- 11:54AM, Bubasti wrote:

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
rmd1983
Date Joined: Sep 25, 2012
Posts: 68
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
ikillutwice
Date Joined: Dec 8, 2012
Posts: 156

Sep 14, 2012 -- 8:27AM, JustTerrorIt wrote:

Sep 3, 2012 -- 8:56AM, MadAdmiral wrote:

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
SimpleMan
Date Joined: Jun 4, 2011
Posts: 661
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
billiondegree
Date Joined: Jul 29, 2005
Posts: 506
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
Anubuss
Date Joined: Mar 9, 2007
Posts: 5,159
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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    pluginspage="http://www.adobe.com/go/getflashplayer" />


My Decks Show

Standard:
BR Aggro
Burn
RDW

Modern:
Dragon Stompy
Burn
Fae Tempo
Zoo
Cherrios

Legacy:
Zoo
Dragon Stompy

Pauper:
Slivers
Landfall

EDH:
Sliver Overlord


1000th post on 2-1-10.
5000th post on 1-21-13.
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4 months ago  ::  Feb 11, 2013 - 5:06AM #18
Doaj
Date Joined: Jul 6, 2009
Posts: 1,066
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 Emperor
Cube: The Moons of Mirrodin
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4 months ago  ::  Feb 11, 2013 - 11:16AM #19
billiondegree
Date Joined: Jul 29, 2005
Posts: 506
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
CyrusBales
Date Joined: Aug 30, 2007
Posts: 9,267
^Pretty sure this is trolling.
Website for my radio series: http://www.cyrusbalesfilms.co.uk/id2.html

For the facebook group of my radio series, search for "Who will save us now?" Please join!

Follow my regular articles on: http://www.manaleak.com/mtguk/
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