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I read Adrian Sullivan's article on Extended on starcitygames.com today. His position was that what Wizards really needs to hit is fast mana (Ancient Tombs, City of Traitots, Grim Monolith, Chrome Mox) as cheap card drawing and fast mana are the really the only ways to break a format. I agree with him to a point but I feel that hitting fast mana alone does not do it. I think that efficient tutors on the order of Recruiter and Tinker also need to go since they perform important secondary operations notably deck stacking and "put into play" effects. I would be willing to back off the call for the banning of cheap reanimation spells and instead call for Hermit Druid getting the axe. Charbelcher also needs to go. And I'm torn on Vampiric. A revised list: > Tinker - Tutor and put directly into play. Ummm, broken. When the > casting cost of a card (an artifact in this case) no longer matters, > that is bad. > > Goblin Recruiter - He was not broken for so long, but the interaction > between the warchief, ringleader, and the recuiter, never mind the > Charbelcher, warrant axing him. If nothing else he is The super goblin > tutor. > > Ancient Tomb - The life loss does not balance the mana boost. > > City of Traitors - With this much mana acceleration who needs more > lands? > > Chrome Mox - When you are mulliganing aggressively to get an > incredible start, what's one more for better land? > > Goblin Charbelcher - It's either this or mana severance and mana > severance doesn't generate automatic wins. > > Grim Monolith - I'm surprised that it has lasted this long. This may > be the weakest of the bans since it is not nearly as useful > post-Tinker, but the ability to cast it and make a profit signals > danger. > > Vampiric Tutor - Tutoring needs to cost more. mypetrock
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