Quote from i-never-smileI noticed the 62 cards, too. I'm about to play it on MWS, so I made the following cuts:
Turn/Burn (frankly, this card sucks)
Mana Leak (just because it seems less imporant than any of the other MD counters and countermagic appeared to be the only thing I could cut)
Also, Increasing Ambition--I assume you meant the Fork, not the DT.
Let's see how this thing runs in action....
Both are correct, though it's 61 cards: I made a typo. I'd be careful about dissing Turn/Burn, though. It's a lot more powerful than it looks, especially in my list, which is more conservative with its answers than yours.
Could you pm me or comment here about your matches?
BBB
Enchantment
Skip your draw step.
Whenever you would discard a card, exile that card instead.
T: exile the top X cards of your library face-down. At the beginning of your next end step, reveal those cards and put them into your hand. You lose life equal to their total converted mana cost.
Needs better templating, and it's quite powerful, but BBB is pretty strict even for modern, and there's a HUGE risk of just killing yourself with it. Also, it would be obscenely fun to play with.
Total reversal
W
Instant
Whenever a player would lose lose life this turn, that player gains that much life instead.
Whenever a player would gain life this turn, that player loses that much life instead.
If there were a way to make this work, it would be amazing and really interesting as a card. A solid anti-aggro card that can buy time vs. Twin and Melira Pod, royally own Martyr, combo with Beacon of Immortality, but also is just using a card to gain some life and prevent some damage... I suppose it MIGHT be too good in Standard.
The most obvious example is the banning of Trinisphere in vintage, which was mainly banned for causing unfun games where no one could actually do anything. It wasn't dominant (certainly less dominant than other vintage decks that haven't gotten bannings), it wasn't any faster than the rest of the format, it was just blatantly unfun, and pushed people out of the format. It's perfectly fair for Wizards to say "this deck is absolutely unfun, it makes people not want to play the format, we're going to ban a card from it". Realistically, however, the threshold for that is so high it's never going to happen. We don't have decks like that in modern. Hopefully we never will. If we do, something has gone very wrong.
Here's a more relevant example for what that sort of deck might look like: Because of some new printings, a U/R land destruction deck emerges that can start destroying your lands on turn 1 and just keep doing that every turn. It uses Howling Mine to draw into more land destruction, while you can't cast the spells you draw. It doesn't play any win condition, just land destruction, some burn, and howling mine effects. It kills you by drawing you to death with Howling Mine. It never wins, and only rarely makes top 8, it doesn't violate the turn 3 rule. But it's strong enough that a lot of people play it, enough people that, if you're playing a ptq, chances are you'll run into it once and spend 2-3 games pulling out your hair and not knowing what to do. Wizards would probably ban a critical card or two from that to keep people from having to deal with it. I'd argue they would be totally justified with that ban, because decks that are sufficiently un-fun can do very real damage to the format.
Of course, that's probably never going to happen, because for all the faults in the New World Order and the direction wizards has been taking for the last several years, they're probably never going to print cards that make decks like that even remotely possible. And I'm sure we can all agree that, whatever you may say about storm, it is not that bad.
As for banning/unbanning right now: while I agree that it's WAY too early to seriously discuss, it's worth talking about any cards that could be safely unbanned. Golgari Grave-Troll, for instance.
I built a tron deck that won by recurring Mindslaver with repeated Trash for Treasures. Things got out of hand fast.
If you want to stick with Griselbrand deck, or either of those twin lists, post on the relevant boards. You'll get much better feedback, since only the players who are interested in that deck are posting. With their help, some tuning, and some practice, you can probably start posting pretty good records with any of those lists. If you don't really care what you're playing, though, you just want to succeed, go to the "What Deck should I play?" thread, post your preferred colors and/or strategies (for instance, "I prefer to play something in blue, red, or green, and I'm looking for a slower, controlling deck"), and some of the veterans/best players on this board will point you to a deck you'll like.
The problem with chrome mox is that it takes a card that you can't get back, which is a very real problem. In the past, control decks playing it circumvented that by playing raw draw spells from Bob to Gifts to Ancestral Vision, letting you dig your way out. Additionally, Chrome Mox gave you a way to use bad topdecks (like Ancestral Vision), and Thirst for Knowledge gave you a way to recycle topdecked moxen (because let's face it, a topdecked Chrome Mox is about as bad as you can get). In this format, however, there aren't enough good artifacts to justify thirst, especially with no artifact lands to splash, and the card advantage engine in the format revolves around casting a LOT of spells. Rather than using dedicated draw, control decks are largely relying on trading 1 for 1, playing a cantrip answer or two, and then rebuying them with Snapcaster Mage to pull ahead. That makes it a lot harder to sacrifice a card to Chrome Mox, since that's a card you won't be able to rebuy, and you need a critical mass of castable spells early in order to get ahead. It's possible Chrome Mox would enable different control decks (perhaps running the next-level blue style Thirst/Shackles/Trinket Mage/Academy Ruins plan), but I can't imagine it being all that good in a lot of decks. Maybe it'd be good in pod as a way to bin random bullet creatures you drew...
After that, I'd hope Ancestral Vision would be unbanned, but I don't have a whole lot of hope. Seething Song would be nice, to be honest, though I can't blame Wizards if they're still too scared of storm. Honestly, at least for the moment, I'm happy with where the banned list is right now. It could use a few more unbannings, but the new format seems to have made blue control more viable (a major plus in my book) while not making it dominant (also a plus), it's weakened jund but not killed it, combo is back in force without feeling oppressive, and aggro is back without being in blue (Merfolk) or feeling more like combo than aggro (Affinity). While there are definitely cards that deserve an unban, I'd be cautious about disrupting the current balance.
Also, a brief aside: In the Alara/Zendikar season, in between Worldwake and Rise, UW control managed precisely 0 top 8s until the very last week of the season (where it won 3 major tournaments in a row, in the last week before Rise came out). However, a rigorous statistical analysis of online win rates by archetype on TCGPlayer (see William Spaniel's Power Rankings articles at the time) found that UW Control managed a win percentage of over 70% at first, eventually falling to 59% at the end of the season. This made it by far the best deck by win percentage in the format (Jund hovered around 53% the entire time). The only decks even close to it at any point were Naya and White Weenie, neither of which ever managed to pass it. It was demonstrably the best deck in the format, by the only metric that matters: match wins. Why is that relevant? Because it shows that putting up results, especially if you only count top 8s or god forbid only count wins at GPs, pro tours, and even if you include SCG Opens (not relevant here) and PTQs, is a TERRIBLE way to determine if a deck is good. The sample size is minuscule, the amount of randomness involved is immense, and it's strongly influenced by the choices the pros make, since their playskill and team testing gives them a better chance of a top 8 even if they choose a weaker deck. Statistical analysis of match win rates, assuming a large enough randomized sample of games, is infinitely better. If there isn't a good enough sample available, you can divide top 8 presence by overall presence in the field, or day 2 presence by day 1 presence. That needs a decent sample as well, but a much smaller one, and it's still more accurate that just raw results.
There would be an even better format between modern and standard, in Make-your-own-Standard, where you pick two blocks and a coreset and build a deck with it. However it would require a few more cards banned probably.[/quote]
I have to agree with what other people have said, that this format, while awesome, would be a HUGE logistical headache and probably not worth it.
There are actually a lot of formats of that type. A while back, my team (which, if you haven't noticed, likes to take breaks in the standard season to try crazy new formats) decided to try out a format where all non-ante cards are legal and unbanned, but the total cost of your deck could only be $30 for the maindeck and $10 for the sideboard, with prices established by Starcity Games. It's a very fun format (also, surprisingly enough, significantly more powerful and broken than Modern is*), but it would be a NIGHTMARE to do deck checks at a sanctioned event.
*: