No one is forcing anyone to look at leaked cards.
If you don't want to see spoilers, stay out of the threads that are likely to contain them.
As an aside, I wouldn't mention "high horse" when you're on your own about "saving them happiness."
Not everyone's Christmas is ruined by seeing the gifts. Not everyone wants/likes surprises.
Here are all of mono Red's options:
Weak Options
Act of Treason/Mark of Mutiny/Threaten/Traitorous Blood - Vanilla Threatens or minor boost.
Harness by Force - Only if you have insane mana.
Unwilling Recruit - Only with alot of mana. Not as good as Harness in most cases I would think.
Blind with Anger/Temporary Insanity - Instant but worse than Ray of Command.
Lose Calm/Portent of Betrayal/Traitorous Instinct - Meh 4 mana Threatens with minor boost.
Twist Allegiance - 7cmc sorcery Reins of Power... Sad.
Stronger Options
Act of Aggression - 5cmc but 2 phyrexian. Instant Speed.
Word of Seizing - 5cmc but Split Second and gets permanents.
Mass Mutiny - Mini Insurrection.
Mob Rule - Split Inserrection.
So no, Red actually has very few options better than Ray of Command...
Also Ray is at least Instant speed, most of Red is Sorcery. But yes Ray is not on the power level of Reins or even Will.
Given you have only 2 spaces more, yeah Ray isn't going to be picked.
And no, if you bothered to look into this at all, I personally play on MTGO which doesn't use Partial Paris or free mulligans, it uses standard mulligans.
So thanks for your alligations of being "toxic, netdecking, mulligan abusers" I appreciate the insight you added to the discussion.
I'm not sure you're even making an argument here rather than just spouting rhetoric. What do you even mean "Magic-Christmas-Land" here?
No one has said it's always played T1. T1 "Mega Plays" (eg chaining mana rocks T1) are just an example of how broken it can be. That doesn't make a T2 or T3 Sol Ring balanced...
If you have no use for the mana T1 (or the next turn/find a proper point for it in your spell sequencing in the coming turns) then you don't have to play it then.
It produces more mana that it takes to cast, you can play it T2 if all you need is 3 mana that turn for example. If you need 5 mana for your next big spell then you ensure it's in play on turn 2, ect...
Heck Sol Ring at least costs 1 which can mean having to play it in advance on some occasions. Mana Crypt costs zero so it is even less common to play it T1 if you can't abuse it right away.
This is fairly simple logic so I don't see how you can fail to grasp this. I mean really, it's "Magic-Christmas-Land" now to play spells intelligently/sequentially in relation to your mana needs/hand?
The only one that wasn't as basic was Raging Ravine as it had a growth mechanic that isn't seen quite as often.
As it stands the U/G 3/3 hexproof and W/B 2/3 lifelink lands shown so far are pretty much what the allied lands were...
The only difference (maybe) are the p/t numbers being a bit smaller but even then I can't really fault them.
The W/B land is cheapish and lifelink makes it hard for weenie rush/burn to fight against it while the hexproof on U/G makes it great in control mirrors.
So no I don't agree that these are more "lazy" than the originals. If you want to call them lazy then they are just as lazy as the originals were (for the most part).
If Ringleader drew you cards every time a goblin entered play instead of just once it would be insane.
Sadly that results in a much weaker effect but it's inevitable that it would be that way.
Domri is once a turn max, on an arguably more fragile body and doesn't synergize with itself (yes this is legendary but extra copies potentially have value).
This is on a 3/4 haste body that triggers every time an ally (including itself) is played. It would be fairly trivial to chain cantrip through a deck with enough 1/2 mana ally cards if it was scry, reveal like you want.
There might be issues that you'll need to consider as you go but that's par for the course with any new format. It's worth a try if you're interested anyway.
And yes I do run Vandalblast and the like where available (ie Mono-Black or Blue have quite a few less options in that regard, then again you get to steal their sol ring so...).
Anyway, if you read my posts I actually use Sol Ring myself extensively. I don't especially want to but I also don't want to be the only person not running it. Use the broken stuff while you can and such.
Heck banning Sol Ring (and Mana Crypt, ect...) would massively weaken a number of my own decks (again, Kozilek anyone? Heavy artifact Daretti, ect...).
T1,P1: Land, Sol Ring, Signet.
T1,P2: Land, Vandalblast (Sol Ring).
Still leaves you ahead despite your opponent immediately answering it.
Also the fact that you're requiring that they answer it that turn is in itself a sign. Say for the sake of argument that they don't have a 1 mana artifact destruction spell in hand (sacrilege I know but crazy stuff happens sometimes). If you get to untap you're likely casting a 4 mana spell (like say Skyshroud or Hedron Archieve) and are now even further ahead. Now them drawing their Vandalblast, even just a turn later, isn't nearly as good.
You get more mana out of it the turn you play it than you put into it. At best killing it when it comes down simply lessens the advantage.
I have nothing polite to say about the "other players killing you" aspect. It's never been an argument I have had respect for.
So no the Starcraft analogy is not "exactly like" the card we are discussing (and never was)... That's not your fault though as it wasn't a good analogy to begin with.
I have never hear a "Wow Sol Ring was such a fun card..." or "Dude, remember that time I use Sol Ring and..." "Yeah man it was great!" at all. I have heard many a "Yeah, Bob had a turn 1 Sol Ring and spammed his hand to the board so that game was a wash" or "99 slots other than you Commander? Might as well say you have 98 slots since Sol Ring is a gimme." Might just be me though.
I can't say what any of the other video Game versions have (Duel of the Planeswalkers, ect...).