MTG already covered magical schools in the book The Gathering Dark. Its not the focus of the book but the Conclave of Mages in the second half feels like Hogwarts.
Strixhaven seems like a nod to all the people who love Harry Potter but have their enjoyment of that IP tainted since the author got herself cancelled.
Don't get me triggered, bruh.
---
#BLM
#DefundThePolice
Purely being descriptive of the cancellation effect, people do seem to be craving magic school alternatives to Harry Potter. Fortunately I think this is a relatively rich trope in the fantasy genre although a little peculiar for a Magic set.
Edit: Hopefully they'll introduce a trans planeswalker as the MC as an extra dig at Rowling for that Lovecraft Country reclamation effect.
Hey, awesome, thanks for posting! Glad someone's keeping the dream alive (and testing Bontu's). I've been on 5C Humans for a little while but am thinking about coming bak to my Orzhov roots... I appreciate your perspective. Did you ever find GQ a problem for WW or BB, at 4 copies?
Nah, the color balance of the deck felt right. The only mana troubles I had were due to mana screw or mana flood from variance.
I think this deck is very well set up to take advantage of mass removal, even mass removal with a drawback like Bontu's. For a wrath to be effective, it has to generate card advantage, i.e. one wrath has to take out at least two creatures. Bontu complicates things since it stalls our tempo for a turn. Its cheaper to cast, but its drawback means that we might want to spend a few turns to properly set it up. So even though it costs three, we're incentivized to wait beyond turn three to actually pull the trigger.
To obtain card advantage from Bontu, we either need a permanent that can act as a spell even when our lands are tapped or we need the opponent to overextend so badly that the card advantage generated by casting Bontu is overpowering. The former is created by our planeswalkers - even when we're tapped for a turn, a Gideon or a Liliana in play can still act as spells even if we can't use the cards in our hand.
As for the latter, the deck greatly encourages our opponents to overextend: Our discard encourages our opponents to play their best cards or risk losing them. Spot removal, tokens, Gideon of the Trials first ability, and Liliana of the Veil second ability means that our opponents can't just cast one creature and expect it to win the game for them. They have to play at least two creatures to overcome everything we have. And if they do, our mass removal will generate the card advantage required to be game winning cards.
Decided to build this deck for GP Santa Clara. Played six scheduled events and about six turbo events (1 match each). The weekend was a blur, so I only have minimal notes. Here's my list:
Match 1: Ad Nauseam
Game 1 - He mulled to five and my discard knocked him off balance until the Gideons killed him.
Game 2 - He combos out.
Game 3 - He gets laboratory maniac and "wins." I realized I had actually won the game after because I had a Gideon of the Trials with an emblem and he couldn't have won with maniac. Oh well :/
1-2
Match 2: Death's Shadow
I don't remember either game, but it was a one-sided affair in my favor. This probably is our best match-up. 2-0
Match 3: Storm
Game 1 - He mulls and I remove his hand with discard. A timely LOTV ultimate keeps him from the lands he needs to past in flames from his graveyard. He dies to a Gideon.
Game 2 - My removal kills off all of his creatures. He gets a blood moon into play, but surgical extraction on his grapeshot is the game. He concedes because he didn't side in empty the warrens after seeing me discard mass removal game 1.
2-0
Turbo Game 1: Burn
Easy match up as I drew a collective brutality and a gideon of the trials both games. 2-0
Turbo Game 2: Affinity
Game 1 - my spot removal holds the line until I surprise her with a wrath. That wins me the game.
Game 2 - Blood moon prevents me from playing magic.
Game 3 - A turn 2 stony silence and a wrath effect are enough to win the match.
2-1.
Modern 2:
Match 1: Affinity
Game 1 - A one-sided affair with all my removal.
Game 2- He drops a blood moon. I fetch for a plains in response, but draw 3 fatal pushes. I die shortly after.
Game 3 - I keep a risky one land hand with 3 paths, 1 push, and a stony silence. I never draw my second land.
1-2
Match 2: Bye
Match 3: My opponent and I split so that we can play in the next event.
Modern 3:
Match 1: Eldrazi and Taxes
Game 1 - Bitterblossom tokens overwhelm him.
Game 2 - His mana denial plan shuts me down.
Game 3 - We play a long game of attrition as my removal slowly withes his creatures away until my planeswalkers give me the advantage.
2-1
Match 2: Tropical Merfolk
Game 1 - He's flooded for a few turns, allowing me to play 3 'walkers and take control of the game.
Game 2 - A timely spreading seas and island walking lord wins him the game.
Game 3 - Spot and mass removal prevent him from getting the critical mass of fish people he needed to win. I keep a ghost quarter up
the whole game to prevent spreading seas from being a factor.
2-1
Match 3: My opponent and I split so I can play the next event.
Modern 4
Match 1: Affinity
She's not running blood moon and I don't have mana issues. The games were super easy as a result. 2-0
Match 2: Eldrazi Tron
Game 1: He mulls to five, but he still has a chalice on one. Lucky for me, I kept a hand with a Gideon of the Trials and a Liliana. Still, he gets enough
Eldrazi on the board that he gets me down to five. He's at 8. I decline to block with any of my spirit tokens. I draw a Gideon, Ally of Zendikar. I pop him for his anthem emblem and win.
Game 2: Chalices and All is Dust beat me down.
Game 3: Despite an All is Dust, I play enough creatures on the board to win. A couple of wrath effects keep his eldrazi army at bay (drawing two cards from two dead thought-knot seers certainty helps!)
2-1
Match 3: We split.
Turbo Game 3: Kiki-Cord
Game 1 - This is a long war of attrition, but he's not prepared for a wrath game 1.
Game 2 - Orzhov Pontiff kills my spirit tokens and then his creatures kill me.
Game 3 - I path his Kiki-Jiki when he tries to combo out and Gideon my way to victory.
2-1
Turbo Game 4: Esper Gifts with Thopter Foundry Combo
Game 1 - He combos out.
Game 2/Game 3 - Rest in peace stalls his deck long enough for my deck to finish him.
Modern 5:
Match 1: Eldrazi Tron
I lose terribly despite an easy game 1 because he mulls to five. 1-2.
Match 2: G/B Rock
Game 1: Lingering souls is really good against G/B decks.
Game 2: A timely night of souls betrayal cripples my token army.
Game 3: Nissa, Vital Force emblem lets him draw 20 cards and I'm buried by his card advantage.
1-2
Match 3: Jund
Both games were long wars of attrition, but I have more removal for his creatures than he has for my 'walkers. He make's a mistake in sacrificing his LOTV to use her ultimate instead ticking up to 7 to keep her in play. I go from 8 to 4 lands, but the deck only needs 4 lands to function.
2-0
Modern 6:
Match 1: Simic Goodstuff
He looked like he wandered in from an EDH game, with prophet of kruphix and venser in his deck. It was odd. 2-1.
Match 2: Collected Company
He stomped me, as collected company is really good against mass removal, as are selfless spirits after boarding. 0-2.
Turbo Game 6: Tropical Merfolk
He's unprepared for all the removal I have. As long as they don't have too many spreading seas early, this feels like an easy matchup. 2-0.
Bontu's last reckoning was worth it as long as the opponent didn't see it coming (most game 1s). If they prepare for it, the drawback can hurt us badly. I think the cmc of 3 instead of 4 is very useful, but the drawback requires more careful play than a 4 cmc wrath would. Tombstalker was a way of avoiding pithing needles and token hosers, but it never felt necessary. I consider it a flex spot for alternative finishers like Heart of Kiran.
The only matchup where the deck really struggled was Eldrazi Tron. Death's Shadow, Jund, Storm, Tropical Merfolk and Affinity are all favorable matchups (minus the blood moons). I think practice against Collected Company might improve the match up, so it might not be as hopeless as it feels at first. Overall, the deck did very well and the format was very diverse. I won a foil tarmogoyf and a booster box of Hour of Devastation, so the deck is worth it in GP side events at least
alright i did two modern events at GP San Jose. I'm making this brief since I'm super tired:
Modern 1
Match 1 Sultai
Game 1 - Had a double relic hand. He discarded one of them, but the other kept his monsters in check until I dropped a couple of reality smashers to overpower him.
Game 2 - Much of the same.
Match 2 Affinity
Game 1- I drew four reality smasher. Got two into play. Got him down to 1, but he won the race with plating.
Game 2- Overloaded him with removal. Lingering souls did its job and blocked the fliers that I didn't pick off.
Game 3- He mulled to five. Tried to kill me with inkmoth attached to plating. Disenchant the plating and chumped the inkmoth for the win.
Match 3 Junk
Game 1 - I had the perfect hand with mind stone, thought-knot, smasher, and eldrazi temple. He had double thoughtseize and then topdecked triple lingering souls.
Game 2 - I had double lingering souls and thought-knot seer. He had liliana, the last hope and path.
Match 1 Izzet Control
Game 1- I grind him with eldrazi and spirit tokens.
Game 2- I thoughtseize the blood moon he boarded in. He's stuck on two lands for awhile, which is a death sentence for him.
Board In - 2 Celestial Purge Out - 2 Fatal Push
Outcome: 1-0
Match 2 Soul Sisters
Game 1 - I remove many of his critters, but I'm over zealous with my tokens and he uses elspeth to give his 17/17 flying. I'm exactly at 0.
Game 2 - He's at 4 with an Archangel of Thune to block my spirit tokens. I use collective brutality drain him for two and to kill a sculler holding my other collective brutality. Having that extra reach helped.
Game 3 - I honestly don't remember this game, but I lose nevertheless.
Board In - 1 Zealous Persecution 1 Wrath of God Out - 2 Thoughtseize
Outcome: 1-1
Match 3 Eldrazi Tron
Game 1- We trade eldrazi, but he has more eldrazi than I do.
Game 2 - He mulls to five. I'm stuck on colorless lands for 10 turns and die as he draws enough cards to get back into the game.
Board In - 1 Crucible of Worlds, 1 Wrath of God, 2 Blessed Alliance, Out - 2 Fatal Push - 2 Relic
Outcome: 1-2
Match 4 Bant Eldrazi
Game 1 - Drowner of hope does its thing and taps my guys.
Game 2 - He has me at one with five creatures on the board and me with nothing. I topdeck wrath. I have one land for white mana only, but I ghost quarter one of my own lands to get my basic plains and cast the wrath. I claw back in and take the game.
Game 3 - I kill three thought-knot seers in one turn with blessed alliance, path, and fatal push. He has worship and a drowner.
Board In - 1 Wrath of God, - 2 Blessed Alliance. -3 Thoughtseize
Outcome: 1-3
The deck put up a pretty impressive fight if I lived long enough, even in matchups that are otherwise bad. But I also got got quite a few hands that forced me to mull. Oh well, variance is magic. I'll probably draft all day Saturday and maybe play modern again Sunday. Cheers
Decided to continue with BW over Tron. I don't know what the meta at the GP will be like, so I want to be as flexible as possible. However, given the recent bans and Fatal Push being printed, I've made my list as anti-tron as possible without sacrificing points in other matchups. Would collective brutality be a good fit given its versatility? I tested anguished unmaking, but the three life really hurts. Oblivion ring as a singleton accomplishes the same thing, but without that annoying three life loss. I just hope not to run into any abrupt decays or esper charms.
Hey guys, I'm heading to GP San Jose next week. Should I pick up this deck or BW Processors? What are the strengths and weaknesses compared to each other? How does Eldrazi Tron do in the current meta? I played BW when Eye was still legal, but the format has changed a lot since then
Hey guys, I'm heading to GP San Jose next week. Should I pick up this deck or Eldrazi Tron? What are the strengths and weaknesses compared to each other?
I was initially an early proponent of this deck, back when Eye was still legal (I posted in this very forum!), but its changed so much since, so I want to see which is doing better before I spend the $$ to upgrade my old deck in one direction or another.
I'll be doing modern side events at GP San Jose in 2 weeks. BW Eldrazi processors or Dredge with Golgari Thug? The former was my original deck choice, but the last few weeks indicate there might be a window where Dredge can win. My logic:
1. Fatal Push does nothing to dredge, but encourages the type of decks that Dredge preys on. Less aggro because Black-based midrange will be running push, which means more decks like Tron. The meta should be friendly for dredge.
2. The GGT ban will lure everyone into a false sense of security, encouraging them to take out their SB graveyard hate.
Nah, the color balance of the deck felt right. The only mana troubles I had were due to mana screw or mana flood from variance.
My analysis on Bontu's Last Reckoning and other mass removal in this deck:
I think this deck is very well set up to take advantage of mass removal, even mass removal with a drawback like Bontu's. For a wrath to be effective, it has to generate card advantage, i.e. one wrath has to take out at least two creatures. Bontu complicates things since it stalls our tempo for a turn. Its cheaper to cast, but its drawback means that we might want to spend a few turns to properly set it up. So even though it costs three, we're incentivized to wait beyond turn three to actually pull the trigger.
To obtain card advantage from Bontu, we either need a permanent that can act as a spell even when our lands are tapped or we need the opponent to overextend so badly that the card advantage generated by casting Bontu is overpowering. The former is created by our planeswalkers - even when we're tapped for a turn, a Gideon or a Liliana in play can still act as spells even if we can't use the cards in our hand.
As for the latter, the deck greatly encourages our opponents to overextend: Our discard encourages our opponents to play their best cards or risk losing them. Spot removal, tokens, Gideon of the Trials first ability, and Liliana of the Veil second ability means that our opponents can't just cast one creature and expect it to win the game for them. They have to play at least two creatures to overcome everything we have. And if they do, our mass removal will generate the card advantage required to be game winning cards.
3x Marsh Flats
3x Godless Shrine
4x Concealed Courtyard
2x Shambling Vent
4x Ghost Quarter
2x Plains
2x Swamp
1x Isolated Chapel
3x Caves of Koilos
Creatures (3)
2x Wall of Omens
1x Tombstalker
Planeswalker (10)
3x Gideon of the Trials
3x Liliana of the Veil
1x Liliana, the Last Hope
3x Gideon, Ally of Zendikar
3x Lingering Souls
3x Thoughtseize
2x Inquisition of Kozilek
2x Bontu's Last Reckoning
2x Collective Brutality
1x Wrath of God
1x Night's Whisper
Instant (7)
4x Path to Exile
3x Fatal Push
Enchantment (2)
2x Bitterblossom
2x Crucible of Worlds
2x Stony Silence
2x Rest in Peace
2x Anguished Unmaking
2x Disenchant
2x Blessed Alliance
1x Wrath of God
2x Surgical Extraction
Match 1: Ad Nauseam
Game 1 - He mulled to five and my discard knocked him off balance until the Gideons killed him.
Game 2 - He combos out.
Game 3 - He gets laboratory maniac and "wins." I realized I had actually won the game after because I had a Gideon of the Trials with an emblem and he couldn't have won with maniac. Oh well :/
1-2
Match 2: Death's Shadow
I don't remember either game, but it was a one-sided affair in my favor. This probably is our best match-up. 2-0
Match 3: Storm
Game 1 - He mulls and I remove his hand with discard. A timely LOTV ultimate keeps him from the lands he needs to past in flames from his graveyard. He dies to a Gideon.
Game 2 - My removal kills off all of his creatures. He gets a blood moon into play, but surgical extraction on his grapeshot is the game. He concedes because he didn't side in empty the warrens after seeing me discard mass removal game 1.
2-0
Turbo Game 1: Burn
Easy match up as I drew a collective brutality and a gideon of the trials both games. 2-0
Turbo Game 2: Affinity
Game 1 - my spot removal holds the line until I surprise her with a wrath. That wins me the game.
Game 2 - Blood moon prevents me from playing magic.
Game 3 - A turn 2 stony silence and a wrath effect are enough to win the match.
2-1.
Modern 2:
Match 1: Affinity
Game 1 - A one-sided affair with all my removal.
Game 2- He drops a blood moon. I fetch for a plains in response, but draw 3 fatal pushes. I die shortly after.
Game 3 - I keep a risky one land hand with 3 paths, 1 push, and a stony silence. I never draw my second land.
1-2
Match 2: Bye
Match 3: My opponent and I split so that we can play in the next event.
Modern 3:
Match 1: Eldrazi and Taxes
Game 1 - Bitterblossom tokens overwhelm him.
Game 2 - His mana denial plan shuts me down.
Game 3 - We play a long game of attrition as my removal slowly withes his creatures away until my planeswalkers give me the advantage.
2-1
Match 2: Tropical Merfolk
Game 1 - He's flooded for a few turns, allowing me to play 3 'walkers and take control of the game.
Game 2 - A timely spreading seas and island walking lord wins him the game.
Game 3 - Spot and mass removal prevent him from getting the critical mass of fish people he needed to win. I keep a ghost quarter up
the whole game to prevent spreading seas from being a factor.
2-1
Match 3: My opponent and I split so I can play the next event.
Modern 4
Match 1: Affinity
She's not running blood moon and I don't have mana issues. The games were super easy as a result. 2-0
Match 2: Eldrazi Tron
Game 1: He mulls to five, but he still has a chalice on one. Lucky for me, I kept a hand with a Gideon of the Trials and a Liliana. Still, he gets enough
Eldrazi on the board that he gets me down to five. He's at 8. I decline to block with any of my spirit tokens. I draw a Gideon, Ally of Zendikar. I pop him for his anthem emblem and win.
Game 2: Chalices and All is Dust beat me down.
Game 3: Despite an All is Dust, I play enough creatures on the board to win. A couple of wrath effects keep his eldrazi army at bay (drawing two cards from two dead thought-knot seers certainty helps!)
2-1
Match 3: We split.
Turbo Game 3: Kiki-Cord
Game 1 - This is a long war of attrition, but he's not prepared for a wrath game 1.
Game 2 - Orzhov Pontiff kills my spirit tokens and then his creatures kill me.
Game 3 - I path his Kiki-Jiki when he tries to combo out and Gideon my way to victory.
2-1
Turbo Game 4: Esper Gifts with Thopter Foundry Combo
Game 1 - He combos out.
Game 2/Game 3 - Rest in peace stalls his deck long enough for my deck to finish him.
Modern 5:
Match 1: Eldrazi Tron
I lose terribly despite an easy game 1 because he mulls to five. 1-2.
Match 2: G/B Rock
Game 1: Lingering souls is really good against G/B decks.
Game 2: A timely night of souls betrayal cripples my token army.
Game 3: Nissa, Vital Force emblem lets him draw 20 cards and I'm buried by his card advantage.
1-2
Match 3: Jund
Both games were long wars of attrition, but I have more removal for his creatures than he has for my 'walkers. He make's a mistake in sacrificing his LOTV to use her ultimate instead ticking up to 7 to keep her in play. I go from 8 to 4 lands, but the deck only needs 4 lands to function.
2-0
Modern 6:
Match 1: Simic Goodstuff
He looked like he wandered in from an EDH game, with prophet of kruphix and venser in his deck. It was odd. 2-1.
Match 2: Collected Company
He stomped me, as collected company is really good against mass removal, as are selfless spirits after boarding. 0-2.
Turbo Game 5: Eldrazi Tron
Chalices and All is Dust are hard to beat. 0-2.
Turbo Game 6: Tropical Merfolk
He's unprepared for all the removal I have. As long as they don't have too many spreading seas early, this feels like an easy matchup. 2-0.
Bontu's last reckoning was worth it as long as the opponent didn't see it coming (most game 1s). If they prepare for it, the drawback can hurt us badly. I think the cmc of 3 instead of 4 is very useful, but the drawback requires more careful play than a 4 cmc wrath would. Tombstalker was a way of avoiding pithing needles and token hosers, but it never felt necessary. I consider it a flex spot for alternative finishers like Heart of Kiran.
The only matchup where the deck really struggled was Eldrazi Tron. Death's Shadow, Jund, Storm, Tropical Merfolk and Affinity are all favorable matchups (minus the blood moons). I think practice against Collected Company might improve the match up, so it might not be as hopeless as it feels at first. Overall, the deck did very well and the format was very diverse. I won a foil tarmogoyf and a booster box of Hour of Devastation, so the deck is worth it in GP side events at least
Modern 1
Match 1 Sultai
Game 1 - Had a double relic hand. He discarded one of them, but the other kept his monsters in check until I dropped a couple of reality smashers to overpower him.
Game 2 - Much of the same.
Board: In - 2 Celestial Purge 1 Wrath of God Out - 3 Thoughtseize.
Outcome: 1-0
Match 2 Affinity
Game 1- I drew four reality smasher. Got two into play. Got him down to 1, but he won the race with plating.
Game 2- Overloaded him with removal. Lingering souls did its job and blocked the fliers that I didn't pick off.
Game 3- He mulled to five. Tried to kill me with inkmoth attached to plating. Disenchant the plating and chumped the inkmoth for the win.
Board: In - 2 Disenchant, 2 Stony Silence, 1 Zealous Persecution, 1 Wrath of God, 1 Pithing Needle, 2 Blessed Alliance.
Out - 3 Thoughtseize, 3 Relic, 2 Reality Smasher, 1 Matter Reshaper
Outcome: 2-0
Match 3 Junk
Game 1 - I had the perfect hand with mind stone, thought-knot, smasher, and eldrazi temple. He had double thoughtseize and then topdecked triple lingering souls.
Game 2 - I had double lingering souls and thought-knot seer. He had liliana, the last hope and path.
Board: In - 2 Celestial Purge - 1 Zealous Persecution - 1 Wrath of God
Out: -3 Thoughtseize - 1
Outcome: 2-1
Match 4- Draw with Titan Breach.
Modern 2
Match 1 Izzet Control
Game 1- I grind him with eldrazi and spirit tokens.
Game 2- I thoughtseize the blood moon he boarded in. He's stuck on two lands for awhile, which is a death sentence for him.
Board In - 2 Celestial Purge Out - 2 Fatal Push
Outcome: 1-0
Match 2 Soul Sisters
Game 1 - I remove many of his critters, but I'm over zealous with my tokens and he uses elspeth to give his 17/17 flying. I'm exactly at 0.
Game 2 - He's at 4 with an Archangel of Thune to block my spirit tokens. I use collective brutality drain him for two and to kill a sculler holding my other collective brutality. Having that extra reach helped.
Game 3 - I honestly don't remember this game, but I lose nevertheless.
Board In - 1 Zealous Persecution 1 Wrath of God Out - 2 Thoughtseize
Outcome: 1-1
Match 3 Eldrazi Tron
Game 1- We trade eldrazi, but he has more eldrazi than I do.
Game 2 - He mulls to five. I'm stuck on colorless lands for 10 turns and die as he draws enough cards to get back into the game.
Board In - 1 Crucible of Worlds, 1 Wrath of God, 2 Blessed Alliance, Out - 2 Fatal Push - 2 Relic
Outcome: 1-2
Match 4 Bant Eldrazi
Game 1 - Drowner of hope does its thing and taps my guys.
Game 2 - He has me at one with five creatures on the board and me with nothing. I topdeck wrath. I have one land for white mana only, but I ghost quarter one of my own lands to get my basic plains and cast the wrath. I claw back in and take the game.
Game 3 - I kill three thought-knot seers in one turn with blessed alliance, path, and fatal push. He has worship and a drowner.
Board In - 1 Wrath of God, - 2 Blessed Alliance. -3 Thoughtseize
Outcome: 1-3
The deck put up a pretty impressive fight if I lived long enough, even in matchups that are otherwise bad. But I also got got quite a few hands that forced me to mull. Oh well, variance is magic. I'll probably draft all day Saturday and maybe play modern again Sunday. Cheers
Any comments would be great.
4x Caves of Koilos
1x Concealed Courtyard
4x Eldrazi Temple
4x Ghost Quarter
2x Godless Shrine
3x Marsh Flats
1x Plains
2x Shambling Vent
1x Swamp
1x Wastes
1x Vault of the Archangel
1x Mind Stone
4x Relic of Progenitus
Instant (6)
2x Fatal Push
4x Path to Exile
Creature (16)
4x Matter Reshaper
4x Reality Smasher
4x Thought-Knot Seer
4x Wasteland Strangler
Sorcery (7)
4x Lingering Souls
3x Thoughtseize
Planeswalker (1)
1x Sorin, Solemn Visitor
1x Oblivion Ring
2x Blessed Alliance
1x Wrath of God
1x Zealous Persecution
1x Pithing Needle
2x Stony Silence
2x Surgical Extraction
2x Crucible of Worlds
2x Disenchant
2x Celestial Purge
I was initially an early proponent of this deck, back when Eye was still legal (I posted in this very forum!), but its changed so much since, so I want to see which is doing better before I spend the $$ to upgrade my old deck in one direction or another.
I'll be doing modern side events at GP San Jose in 2 weeks. BW Eldrazi processors or Dredge with Golgari Thug? The former was my original deck choice, but the last few weeks indicate there might be a window where Dredge can win. My logic:
1. Fatal Push does nothing to dredge, but encourages the type of decks that Dredge preys on. Less aggro because Black-based midrange will be running push, which means more decks like Tron. The meta should be friendly for dredge.
2. The GGT ban will lure everyone into a false sense of security, encouraging them to take out their SB graveyard hate.
Thanks