I've been seeing/hearing discussions how U is one of the weaker colors in Modern. I've heard some interesting arguments on both sides, the general consensus being that what makes U great (and what it's known for) are card advantage and counterspells (including bounce spells).
It seems WOTC has banned all the good card draw spells (Ponder, Preordain, Dig Through Time, Treasure Cruise) and although Serum Visions is decent, it's far inferior. U also doesn't have any good, mana efficient counterspells (Hard/Universal 2CMC counters) and the ones that are good are banned (Mental Misstep).
Having said all that it seems that U is "neutered" in the format and other than Snapcaster Mage and Delver of Secrets deck, there isn't much reason to include the color - mostly because the card draw spells and counters that are legal leave much to be desired (too situational, inconsistent). Creatures are too highly costed as well (moreso than any other color it seems).
I'm can see some valid arguments on both sides and generally agree that U is definitely one of the weakest colors in the format. Do you believe this is true? Why or Why not? If you think it is weak, what card would make it stronger? Unbanning Ponder, adding Baleful Strix? If you think it's too strong, what else would you like to see banned?
U too strong? Nobody can make that argument, I'll literally LMAO. In their face.
I think, yes they have intentionally neutered what blue does.
Draw, and Selection.
They have done so under the pretense of increasing replay value via forced uncertainty, while distribution of these tropes to Green has been a constant March.
'but surge, deck building constraints!'
In an ever growing card pool? Lol no. Those hardly exist.
Things like stirrings, coco, even eldritch evolution, chord...it's just insane.
If there was justice, Dig would come off, preordain would already be off, and Counterspell would be in the pool.
At that point if Control couldn't hang, then it simply isn't meant to be.
If you want to give me Teferi into Dig, I'll take it.
I've been seeing/hearing discussions how U is one of the weaker colors in Modern. I've heard some interesting arguments on both sides, the general consensus being that what makes U great (and what it's known for) are card advantage and counterspells (including bounce spells).
It seems WOTC has banned all the good card draw spells (Ponder, Preordain, Dig Through Time, Treasure Cruise) and although Serum Visions is decent, it's far inferior. U also doesn't have any good, mana efficient counterspells (Hard/Universal 2CMC counters) and the ones that are good are banned (Mental Misstep).
Having said all that it seems that U is "neutered" in the format and other than Snapcaster Mage and Delver of Secrets deck, there isn't much reason to include the color - mostly because the card draw spells and counters that are legal leave much to be desired (too situational, inconsistent). Creatures are too highly costed as well (moreso than any other color it seems).
I'm can see some valid arguments on both sides and generally agree that U is definitely one of the weakest colors in the format. Do you believe this is true? Why or Why not? If you think it is weak, what card would make it stronger? Unbanning Ponder, adding Baleful Strix? If you think it's too strong, what else would you like to see banned?
I think blue is "fine" in power level, but its issue lies in the fact that all of its best cards are support cards. Blue lacks any meaningful direct action spells ("threats"), which is fine, it's supposed to be the reaction color, but its reaction (like you said) is neutered. Red/Black/Green are the dominant colors in Modern by far for actual overall card strength, and white and blue are strong in their own right as support. What they lack is direct value to be played over other colors, because there aren't any strong standalone synergies. Sure, Snapcaster Mage is probably one of the strongest cards in Modern, but lately people have been opting to use cards like Bedlam Reveler and Gurmag Angler/Tasigur, the Golden Fang that directly compete with it instead (or on top of). Why? Because using an answer twice isn't just instinctively more valuable than drawing more threats or playing bigger threats that are hard to answer in general when you don't have a solid payoff in that color, but Red can get you Lightning Bolt/Faithless Looting/Young Pyromancer and black nets you threats and removal. Blue is just too niche. Something like more card selection a la Fact or Fiction or Brainstorm, or just more general answers like Counterspell could fix that possibly, but I'm not going to pretend to have the answers. This is just my analysis coming from someone who's played across the big formats for years.
TLDR: I don't think there's a problem with Blue's best cards in Modern, I just think there aren't enough to warrant going heavy into the color vs just a small splash and that most strategies benefit more from splashing a different color (or simplifying their mana base with no/less splashes) instead. It just lacks a suitable payoff.
EDIT: Mandatory "Strong is subjective to my opinion" comment before someone quotes this post with some absurdly profound statistical truth that my language is not scientifically clear and subject to interpretation. We get it, it's a forum post.
Something that I think would give U a shot in the arm is if they figure out a way to make 1-2 cards that help balance the spells / dudes that care about spells so you can make aggressively slanted U viable.
Right now you have all these strong role players without any grease to make it work. Snap, delver, few threats with prowess, baby Jace, etc. All of them are significantly weaker or overcosted without adequate spells in library/hand/yard.
I think control is in a good spot right now and the majority of time mana leak is a hard counter when your opponent is trying to resolve stuff you actively don't want to see (typically within 1-2 mana of curve). After that window you have logic knot and a suite of 2-for-1s to control the game.
Even something like merchant scroll at instant speed or a tutor specifically for creatures with prowess would be a solid shot in the arm for the creation of U aggressive decks. True tempo decks, so to speak.
I'm hopeful after seeing the spirits of SoI block that it's on their radar. UW in particular has some pretty gnarly threats if you can protect them like geist of Saint traft or spell queller.
Its not only U is weak, its classic control is UW which means U teams up with a color even weaker then it.
But yeah U is left with weak limited card draw, overly specific expensive counters, no mass bounce, and weak creatures.
I say the only thing UW has going for it is access to a nice suite of Planeswalkers.
Standard is also these days about Creatures and the occasional overpowered artifact set sneaking into with spells only being better then enchantments. So basically U and W need to pray WOTC screw up and give them some good creatures. That is not Human in the case of W. Although that reminds me you could make the case Humans is the best UW deck as those are the dominate colors in the deck.
Yes, that seems to be what everyone says - U is neutered like I said. I really hope that WOTC gives U at least one of the following in the next year or so.
Unban Ponder and/or Preordain
Make Counterspell legal by printing it in the next Modern legal set
Add much stronger creatures lower CMC (4 or less) creatures
Hopefully the powers that be at WOTC wake up and give us one of these things soon.
Counterspell aint coming back anytime soon. If we cannot get legit Counterspell and Lightning Bolt on Dominaria then its not coming back in the near future.
Maybe we can get a counterspell variant of Fatal Push.
Ideally it be
U: Counter target spell CMC 2 or Less
UU: Revolt, Counter target spell CMC 5 or less
put I take
UU: Counter target spell CMC 2 or Less
UU: Revolt, Counter target spell CMC 5 or less
Has to be 5 CMC to save us from Hollow Ones to the face.
UU: Counter Target spell 3 Mana or Less
UU: Revolt, Counter Target Spell
I was trying to aim for something Wizard would actually do you are correct though.
How would you design a good bounce spell?
You think we could get something like
XU
Bounce nonland permanents you don't control with CMC X or less? I suppose that is too strong maybe make it select a permanent type so Artifacts, Creatures, Enchantments or Planeswalker?
Has there ever been a tier 1 UW control deck in Modern? Can't remember any. Minus the blue cards that have been forever banned (Misstep, Top as honorary blue card), cards that have been sent to exile from Modern were powering up combo or at best giving Tempo a little too much consistency.
If there was justice, Dig would come off, preordain would already be off, and Counterspell would be in the pool.
At that point if Control couldn't hang, then it simply isn't meant to be.
Was going to ask what it would take for control players to be satisfied, great to see something concrete. Can't complain about Counterspell / Preordain, although GDS with DTT could make me nervous. Which brings the following question to the people proud of tapping the islands on the opponents' turns: how do you guys see Tempo decks as the other kind of blue decks? I, for one, have tons of respect for the people that can actually navigate through the opponent cards for like 6 - 8 turns and then drop a typical finisher (Baneslayer, Entreat the Angels, Thopter foundry, Jace...) after stabilizing. Back in the day it was impressing to see Paulo Vitor dismantling intimidating Merfolk openings and assembling a Countertop lock. But that said, I despise Tempo and can't feel nothing but scorn when people has defended tier 1 tempo decks as paragons of skill at the level of control decks. Compared to control decks, Tempo is Easy Mode reactive play. The horizon of turns to play in advance for Tempo is much shorter since the game is intended to be finished ASAP, the amount of options and decisions to make is greatly diminished (many times the cards are interchangeable) and it's also greatly undersocred that being on the reactive role is easier a lot of the time since the opponent is the one who has to play blind against the opponent's hand and commit his hand and his mana first. There might be non autopilot Delver and Faeries hands that would require some delivery but to pretend the turn 1 flipped Delver into later Geist of Saint Traft or the Bitterblossom-Faerie-Mistbind Clique were the marks of a skill-demanding decks were laughable.
I bring this because I would also want to help control, but not by adding cards that would booster Tempo first and foremost. Would be like unbanning Summer Bloom pretending is going to help mainly Big Mana decks.
Has there ever been a tier 1 UW control deck in Modern? Can't remember any. Minus the blue cards that have been forever banned (Misstep, Top as honorary blue card), cards that have been sent to exile from Modern were powering up combo or at best giving Tempo a little too much consistency.
If there was justice, Dig would come off, preordain would already be off, and Counterspell would be in the pool.
At that point if Control couldn't hang, then it simply isn't meant to be.
Was going to ask what it would take for control players to be satisfied, great to see something concrete. Can't complain about Counterspell / Preordain, although GDS with DTT could make me nervous. Which brings the following question to the people proud of tapping the islands on the opponents' turns: how do you guys see Tempo decks as the other kind of blue decks? I, for one, have tons of respect for the people that can actually navigate through the opponent cards for like 6 - 8 turns and then drop a typical finisher (Baneslayer, Entreat the Angels, Thopter foundry, Jace...) after stabilizing. Back in the day it was impressing to see Paulo Vitor dismantling intimidating Merfolk openings and assembling a Countertop lock. But that said, I despise Tempo and can't feel nothing but scorn when people has defended tier 1 tempo decks as paragons of skill at the level of control decks. Compared to control decks, Tempo is Easy Mode reactive play. The horizon of turns to play in advance for Tempo is much shorter since the game is intended to be finished ASAP, the amount of options and decisions to make is greatly diminished (many times the cards are interchangeable) and it's also greatly undersocred that being on the reactive role is easier a lot of the time since the opponent is the one who has to play blind against the opponent's hand and commit his hand and his mana first. There might be non autopilot Delver and Faeries hands that would require some delivery but to pretend the turn 1 flipped Delver into later Geist of Saint Traft or the Bitterblossom-Faerie-Mistbind Clique were the marks of a skill-demanding decks were laughable.
I bring this because I would also want to help control, but not by adding cards that would booster Tempo first and foremost. Would be like unbanning Summer Bloom pretending is going to help mainly Big Mana decks.
UWR was a major deck at the beginning of the format alongside Twin,Pod, affinity.
Has there ever been a tier 1 UW control deck in Modern? Can't remember any. Minus the blue cards that have been forever banned (Misstep, Top as honorary blue card), cards that have been sent to exile from Modern were powering up combo or at best giving Tempo a little too much consistency.
If there was justice, Dig would come off, preordain would already be off, and Counterspell would be in the pool.
At that point if Control couldn't hang, then it simply isn't meant to be.
Was going to ask what it would take for control players to be satisfied, great to see something concrete. Can't complain about Counterspell / Preordain, although GDS with DTT could make me nervous. Which brings the following question to the people proud of tapping the islands on the opponents' turns: how do you guys see Tempo decks as the other kind of blue decks? I, for one, have tons of respect for the people that can actually navigate through the opponent cards for like 6 - 8 turns and then drop a typical finisher (Baneslayer, Entreat the Angels, Thopter foundry, Jace...) after stabilizing. Back in the day it was impressing to see Paulo Vitor dismantling intimidating Merfolk openings and assembling a Countertop lock. But that said, I despise Tempo and can't feel nothing but scorn when people has defended tier 1 tempo decks as paragons of skill at the level of control decks.
When the meta really crystalizes, you see Control. I mean if people want to say UWR was alive and well with Twin, I find that kinda questionable, I honestly think its better off now, but when Eldrazi was the obvious target, UW did see success.
That's why I want Humans to push out other Aggro already, and just become the pillar it wants to be, at that point UWR can tune (I've done this for my local to great success) and just start killing all the things.
As to Tempo, I do see it as the 'other blue deck' and I'm fine with it. I certainly dont find it as difficult as Control (same as Twin was easier than Control) but I dont begrudge the decks. Same with Merfolk, and Fae. I dont personally like the decks, but I've cast some delvers in my time to get a chance to sling some spells around.
Personally I do think Control (UWR is all I play) is close to what I want in terms of competitiveness. I'm just tuned for an expectation of Aggro, and I dont really sweat the various stupid decks out there that are horrific match ups.
Dig would help Tempo for sure, I'm not sure what I would even cut for Dig (some number of Search, my favourite card???), I would obviously just swap Serum for Preordains.
I dont know. I think if we had Preordain + Counterspell, I'd probably be happy with that, Dig would push things, I think its stronger than people realize.
I would like to see more "traditional" tempo in modern.
Merfolk is far more of an aggro deck than a tempo deck, and faeries is far more of a control deck than a tempo deck.
Delver was ok, but grixis delver (which became grixis shadow) feels like it trends more towards control than true tempo.
Decks like rug delver in legacy are a lot of fun to play, but there isn't really anything in modern that plays the same way.
...
I think everyone (or mostly everyone) is on the SFM unban train. It's just such a well-supported unban idea at this point that I feel like posters aren't bothering to actively argue for it, cobsidering it a mostly foregone conclusion. As you said, the urban should have happened at least 1-2 years ago, and its banlist status is even more ridiculous now than it was back then. I also don't think Wizards unbans anything in 2018 unless the GP Vegas scene is packed with diverse aggro decks with little in the way of slower options. If that happens, we could see a mid-year unban. If not, it looks like a 2019 target.
Agree with the reasoning, but cannot help to find funny that an artifact that would only get better with each creature printed (hence placing a constraint on creature design) was not ok, but a creature that only gets better with each equipment printed (hence placing a constraint on equipment design) is ok.
It's up there with 'unban a red sorcery to help blue' is terrible, but 'unban a white tutor to help blue' is ok.
Also, anyone who played blue stew in legacy can tell you guys that unbanning preordain will not do an iota to help blue control.
...
Decks like rug delver in legacy are a lot of fun to play, but there isn't really anything in modern that plays the same way.
They are, but without wasteland and free counters, not happening.
Free counter would be far more important than wasteland. A fixed force of will (that could counter for free only spell cast "cheating on mana" for example) would really helps a lot.
Private Mod Note
():
Rollback Post to RevisionRollBack
Decks played: Modern:
0 Affinity;
URG Delver
URGW Countercats
(Here you can find some video contents about Countercats and Temur Delver decks)
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Decks like rug delver in legacy are a lot of fun to play, but there isn't really anything in modern that plays the same way.
They are, but without wasteland and free counters, not happening.
Free counter would be far more important than wasteland. A fixed force of will (that could counter for free only spell cast "cheating on mana" for example) would really helps a lot.
Kind of. Without wasteland, daze becomes pretty crap, so wasteland is a need for legacy rug delver, but if you get a free counter that does not allow the opponent to pay mana as a get-out-of-jail clause, then wasteland becomes less required.
Also, anyone who played blue stew in legacy can tell you guys that unbanning preordain will not do an iota to help blue control.
Is Preordain simply not a slightly better Serum?
Also your Pod vs SFM comparison is off. Better creatures will always be printed. Wizards have said the Swords are likely the best they will ever realistically print again.
There are many playable creatures.
There are few playable equipment.
Also, anyone who played blue stew in legacy can tell you guys that unbanning preordain will not do an iota to help blue control.
Is Preordain simply not a slightly better Serum?
Also your Pod vs SFM comparison is off. Better creatures will always be printed. Wizards have said the Swords are likely the best they will ever realistically print again.
There are many playable creatures.
There are few playable equipment.
Swords are almost irrelevant for SFM. Batterskull and Jitte are not. But Jitte is not around here.
I can get on board.
Spirits
It seems WOTC has banned all the good card draw spells (Ponder, Preordain, Dig Through Time, Treasure Cruise) and although Serum Visions is decent, it's far inferior. U also doesn't have any good, mana efficient counterspells (Hard/Universal 2CMC counters) and the ones that are good are banned (Mental Misstep).
Having said all that it seems that U is "neutered" in the format and other than Snapcaster Mage and Delver of Secrets deck, there isn't much reason to include the color - mostly because the card draw spells and counters that are legal leave much to be desired (too situational, inconsistent). Creatures are too highly costed as well (moreso than any other color it seems).
I'm can see some valid arguments on both sides and generally agree that U is definitely one of the weakest colors in the format. Do you believe this is true? Why or Why not? If you think it is weak, what card would make it stronger? Unbanning Ponder, adding Baleful Strix? If you think it's too strong, what else would you like to see banned?
I think, yes they have intentionally neutered what blue does.
Draw, and Selection.
They have done so under the pretense of increasing replay value via forced uncertainty, while distribution of these tropes to Green has been a constant March.
'but surge, deck building constraints!'
In an ever growing card pool? Lol no. Those hardly exist.
Things like stirrings, coco, even eldritch evolution, chord...it's just insane.
If there was justice, Dig would come off, preordain would already be off, and Counterspell would be in the pool.
At that point if Control couldn't hang, then it simply isn't meant to be.
If you want to give me Teferi into Dig, I'll take it.
Spirits
I think blue is "fine" in power level, but its issue lies in the fact that all of its best cards are support cards. Blue lacks any meaningful direct action spells ("threats"), which is fine, it's supposed to be the reaction color, but its reaction (like you said) is neutered. Red/Black/Green are the dominant colors in Modern by far for actual overall card strength, and white and blue are strong in their own right as support. What they lack is direct value to be played over other colors, because there aren't any strong standalone synergies. Sure, Snapcaster Mage is probably one of the strongest cards in Modern, but lately people have been opting to use cards like Bedlam Reveler and Gurmag Angler/Tasigur, the Golden Fang that directly compete with it instead (or on top of). Why? Because using an answer twice isn't just instinctively more valuable than drawing more threats or playing bigger threats that are hard to answer in general when you don't have a solid payoff in that color, but Red can get you Lightning Bolt/Faithless Looting/Young Pyromancer and black nets you threats and removal. Blue is just too niche. Something like more card selection a la Fact or Fiction or Brainstorm, or just more general answers like Counterspell could fix that possibly, but I'm not going to pretend to have the answers. This is just my analysis coming from someone who's played across the big formats for years.
TLDR: I don't think there's a problem with Blue's best cards in Modern, I just think there aren't enough to warrant going heavy into the color vs just a small splash and that most strategies benefit more from splashing a different color (or simplifying their mana base with no/less splashes) instead. It just lacks a suitable payoff.
EDIT: Mandatory "Strong is subjective to my opinion" comment before someone quotes this post with some absurdly profound statistical truth that my language is not scientifically clear and subject to interpretation. We get it, it's a forum post.
Right now you have all these strong role players without any grease to make it work. Snap, delver, few threats with prowess, baby Jace, etc. All of them are significantly weaker or overcosted without adequate spells in library/hand/yard.
I think control is in a good spot right now and the majority of time mana leak is a hard counter when your opponent is trying to resolve stuff you actively don't want to see (typically within 1-2 mana of curve). After that window you have logic knot and a suite of 2-for-1s to control the game.
Even something like merchant scroll at instant speed or a tutor specifically for creatures with prowess would be a solid shot in the arm for the creation of U aggressive decks. True tempo decks, so to speak.
I'm hopeful after seeing the spirits of SoI block that it's on their radar. UW in particular has some pretty gnarly threats if you can protect them like geist of Saint traft or spell queller.
But yeah U is left with weak limited card draw, overly specific expensive counters, no mass bounce, and weak creatures.
I say the only thing UW has going for it is access to a nice suite of Planeswalkers.
Standard is also these days about Creatures and the occasional overpowered artifact set sneaking into with spells only being better then enchantments. So basically U and W need to pray WOTC screw up and give them some good creatures. That is not Human in the case of W. Although that reminds me you could make the case Humans is the best UW deck as those are the dominate colors in the deck.
Hopefully the powers that be at WOTC wake up and give us one of these things soon.
Maybe we can get a counterspell variant of Fatal Push.
Ideally it be
U: Counter target spell CMC 2 or Less
UU: Revolt, Counter target spell CMC 5 or less
put I take
UU: Counter target spell CMC 2 or Less
UU: Revolt, Counter target spell CMC 5 or less
Has to be 5 CMC to save us from Hollow Ones to the face.
UU: Counter Target spell 3 Mana or Less
UU: Revolt, Counter Target Spell
Spirits
I was trying to aim for something Wizard would actually do you are correct though.
How would you design a good bounce spell?
You think we could get something like
XU
Bounce nonland permanents you don't control with CMC X or less? I suppose that is too strong maybe make it select a permanent type so Artifacts, Creatures, Enchantments or Planeswalker?
EDIT: Oh Permanent"S" well yes, that would be busted good I think.
Spirits
Yeah well I was trying to make some sort of Austere Command and Cyclonic Rift Hybrid.
But I have always found fairly costing bounce tricky.
Was going to ask what it would take for control players to be satisfied, great to see something concrete. Can't complain about Counterspell / Preordain, although GDS with DTT could make me nervous. Which brings the following question to the people proud of tapping the islands on the opponents' turns: how do you guys see Tempo decks as the other kind of blue decks? I, for one, have tons of respect for the people that can actually navigate through the opponent cards for like 6 - 8 turns and then drop a typical finisher (Baneslayer, Entreat the Angels, Thopter foundry, Jace...) after stabilizing. Back in the day it was impressing to see Paulo Vitor dismantling intimidating Merfolk openings and assembling a Countertop lock. But that said, I despise Tempo and can't feel nothing but scorn when people has defended tier 1 tempo decks as paragons of skill at the level of control decks. Compared to control decks, Tempo is Easy Mode reactive play. The horizon of turns to play in advance for Tempo is much shorter since the game is intended to be finished ASAP, the amount of options and decisions to make is greatly diminished (many times the cards are interchangeable) and it's also greatly undersocred that being on the reactive role is easier a lot of the time since the opponent is the one who has to play blind against the opponent's hand and commit his hand and his mana first. There might be non autopilot Delver and Faeries hands that would require some delivery but to pretend the turn 1 flipped Delver into later Geist of Saint Traft or the Bitterblossom-Faerie-Mistbind Clique were the marks of a skill-demanding decks were laughable.
I bring this because I would also want to help control, but not by adding cards that would booster Tempo first and foremost. Would be like unbanning Summer Bloom pretending is going to help mainly Big Mana decks.
I know SaffronOlive built a Miracles deck and went ham with it.
To do it though you need better ways to Scry.
UWR was a major deck at the beginning of the format alongside Twin,Pod, affinity.
Straight UW control was t1 during Eldrazi winter.
When the meta really crystalizes, you see Control. I mean if people want to say UWR was alive and well with Twin, I find that kinda questionable, I honestly think its better off now, but when Eldrazi was the obvious target, UW did see success.
That's why I want Humans to push out other Aggro already, and just become the pillar it wants to be, at that point UWR can tune (I've done this for my local to great success) and just start killing all the things.
As to Tempo, I do see it as the 'other blue deck' and I'm fine with it. I certainly dont find it as difficult as Control (same as Twin was easier than Control) but I dont begrudge the decks. Same with Merfolk, and Fae. I dont personally like the decks, but I've cast some delvers in my time to get a chance to sling some spells around.
Personally I do think Control (UWR is all I play) is close to what I want in terms of competitiveness. I'm just tuned for an expectation of Aggro, and I dont really sweat the various stupid decks out there that are horrific match ups.
Dig would help Tempo for sure, I'm not sure what I would even cut for Dig (some number of Search, my favourite card???), I would obviously just swap Serum for Preordains.
I dont know. I think if we had Preordain + Counterspell, I'd probably be happy with that, Dig would push things, I think its stronger than people realize.
Spirits
Merfolk is far more of an aggro deck than a tempo deck, and faeries is far more of a control deck than a tempo deck.
Delver was ok, but grixis delver (which became grixis shadow) feels like it trends more towards control than true tempo.
Decks like rug delver in legacy are a lot of fun to play, but there isn't really anything in modern that plays the same way.
Agree with the reasoning, but cannot help to find funny that an artifact that would only get better with each creature printed (hence placing a constraint on creature design) was not ok, but a creature that only gets better with each equipment printed (hence placing a constraint on equipment design) is ok.
It's up there with 'unban a red sorcery to help blue' is terrible, but 'unban a white tutor to help blue' is ok.
Also, anyone who played blue stew in legacy can tell you guys that unbanning preordain will not do an iota to help blue control.
They are, but without wasteland and free counters, not happening.
Free counter would be far more important than wasteland. A fixed force of will (that could counter for free only spell cast "cheating on mana" for example) would really helps a lot.
Modern:
Kind of. Without wasteland, daze becomes pretty crap, so wasteland is a need for legacy rug delver, but if you get a free counter that does not allow the opponent to pay mana as a get-out-of-jail clause, then wasteland becomes less required.
Is Preordain simply not a slightly better Serum?
Also your Pod vs SFM comparison is off. Better creatures will always be printed. Wizards have said the Swords are likely the best they will ever realistically print again.
There are many playable creatures.
There are few playable equipment.
Spirits
Swords are almost irrelevant for SFM. Batterskull and Jitte are not. But Jitte is not around here.
URStormRU
GRTitanshift[mana]RG/mana]
Spirits