This deck made me rattle my mind for when a format really was warped beyond recognition and reminds me of the old 2005 banning of Skullclamp way back when I was a wee lad:
The points that stick out most to me from the article are:
As Magic R&D Director Randy Buehler likes to say, “We're better off pushing cards than making another Homelands.”
And from the beginning:
What we're not ok with is having one card be the focal point of every viable strategy.
to
The whole development process of a TCG only works if there are doors left open for players to exploit, and that's naturally going to be the case due to unavoidable human error. You outnumber us several million to under 20.
"We used two criteria to guide us in choosing what cards to ban. First, we have a rule of thumb about Legacy that we don't like consistent turn-two combination decks, but that turn-three combination decks are okay. We modified that rule for Modern by adding a turn to each side: we are going to allow turn-four combination decks, but not decks that consistently win the game on turn three."
couple that with
We also have the goal of maintaining a diverse format.
TL;DR From WotC Quotes on past bans, they encourage players to try and experiment with new ideas, try and break the format if they can, and then intervene only when they see one of their expressed rules of what denotes a broken environment occurs.
In my opinion, Eldrazi dominance hinges on land interaction; removing one of these key components would reduce the overall effectiveness of the deck.
I've just gotten back into Magic after some long hiatus.
Started on MtGNews circa 2001, actively posted between there and here for nearly a decade before falling off in 2009. Primarily lurked the Add-A-Story Boards for much of that time, sometimes with card creation, ect. I remember the old Add-A-Story Board members tried to keep themselves together (here is an old list of that time, I believe compiled by Senori as suggested by the account: http://senori2000.tripod.com/therpgclan/id1.html).
Life pretty much too over after getting out of college in 2009. Became a successful store manager in retail, but the hours and grind make it hard to do the things I used to do as a hobby.
Today I lurk more than I post as I struggle to integrate back into the hobby. I have the funds to fuel the obsession, but the lack of time makes it that much difficult to enjoy the hobby than ever before.
Whoah, been a long time since I plied the Multiverse. Just wanted to stop in and say I'll be lurking and posting once more as a friend has dragged me back into the hobby.
The basic idea of this deck is to smash an opponent's hand and deck, culminating in the casting of Lord of Extinction as the finisher. The deck also features manlands, Nyxathid, and sideboard Banefires as alternative win conditions. Removal is heavy to attempt to keep the field clear while rampaging through with the deck's heavy hitters. Acceleration is provided to apply early pressure with T2 Blightnings and Mind Funerals and hoping for the T4 LoE.
Card Choices-
With Mind Funeral, LoE becomes at least a +5/+5 upon casting.
Blighting dumps a good portion of the opponent's hand into the gy and gives LoE +3/+3.
Terminate, Maelstrom Pulse=good spot removal, with MP great vs. token matchups.
The deck is currently untested, but once I make the proxies and get some of the newer cards on the list, I would love to see how it operates and what match ups it will be bad against.
EDIT: There should only be one C in the title...so it shouldn't be 4 Casting Cost, but 4 Color...
Mogg Bomb
Artifact
Mogg Bomb comes into play with three charge counters on it.
When there are no charge counters on Mogg Bomb, sacrifice it and put 3 1/1 red Goblin tokens with haste into play. Mogg Bomb deals 3 damage to target player.
:symr::symr::Remove a charge counter from Mogg Bomb.
There is a good chance you will need to continue ramping in order to get into T2 rain of tears followed by T3 Poison/Drain well. While operating in Green and Black, I would suggest also running Primal Command and Liliana Vess so you can keep topdecking unspeakable ruin for the opponent.
Because you have a few solid one drops, you may want to consider investments in Ranger of Eos. It nets card advantage, and is a solid drop when you swing with your other critters.
You have a sharp divide between midrange and control decks with little that puts on the early pressure. How you tried Chapin's 4Color Aggro? It's got a solid chance to put away the game by turn 4 for decks that are unprepared for it.
EDIT: Reasons- Blightning aggro runs out of gas too soon, but 4C has sustainability and in raw damage output outperforms the other deck. Fae- dunno what could be the problem unless all their boards are looking anti-fae. Just have to play a better game and you should put victories consistently.
Skyshatter :2mana::symu::symu:
Instant
You may remove a blue permanent you control from the game rather than pay Skyshatter's mana cost.
Return target permanent back to its owner's hand.
Draw a card. Where do you run when the sky is falling after you?
You are so close! Good luck!
Brainstorm
Deathrite Shaman
Abrupt Decay
Daze
Cabal Therapy
Will Not Be Printed:
Ponder
Scalding Tarn
Thoughtseize
Young Pyromancer
Snapcaster Mage
2004 WotC Article Explaining the Skullclamp Ban in Standard
The points that stick out most to me from the article are:
And from the beginning:
to
Nowadays the definition of bans have changed as indicated in this 2015 WotC article on banned cards in Modern.
couple that with
TL;DR From WotC Quotes on past bans, they encourage players to try and experiment with new ideas, try and break the format if they can, and then intervene only when they see one of their expressed rules of what denotes a broken environment occurs.
In my opinion, Eldrazi dominance hinges on land interaction; removing one of these key components would reduce the overall effectiveness of the deck.
Lots of changes and almost everyone who used to post gone!
Started on MtGNews circa 2001, actively posted between there and here for nearly a decade before falling off in 2009. Primarily lurked the Add-A-Story Boards for much of that time, sometimes with card creation, ect. I remember the old Add-A-Story Board members tried to keep themselves together (here is an old list of that time, I believe compiled by Senori as suggested by the account: http://senori2000.tripod.com/therpgclan/id1.html).
Life pretty much too over after getting out of college in 2009. Became a successful store manager in retail, but the hours and grind make it hard to do the things I used to do as a hobby.
Today I lurk more than I post as I struggle to integrate back into the hobby. I have the funds to fuel the obsession, but the lack of time makes it that much difficult to enjoy the hobby than ever before.
Sounds like a plan.
What would you have in mind?
4 Birds of Paradise
4 Nyxathid
4 Lord of Extinction
Spells
4 Fertile Ground
4 Mind Funeral
4 Blightning
4 Terminate
4 Maelstrom Pulse
4 Thoughseize
4 Reflecting Pool
3 Treetop Village
2 Faerie Conclave
3 Llanowar Waste
3 Shivan Reef
2 Swamp
2 Forest
2 Mountain
1 Island
1 Vivid Grove
3 Viridian Shaman
3 Shriekmaw
3 Remove Soul
3 Banefire
3 Fulminator Mage
The basic idea of this deck is to smash an opponent's hand and deck, culminating in the casting of Lord of Extinction as the finisher. The deck also features manlands, Nyxathid, and sideboard Banefires as alternative win conditions. Removal is heavy to attempt to keep the field clear while rampaging through with the deck's heavy hitters. Acceleration is provided to apply early pressure with T2 Blightnings and Mind Funerals and hoping for the T4 LoE.
Card Choices-
With Mind Funeral, LoE becomes at least a +5/+5 upon casting.
Blighting dumps a good portion of the opponent's hand into the gy and gives LoE +3/+3.
Terminate, Maelstrom Pulse=good spot removal, with MP great vs. token matchups.
The deck is currently untested, but once I make the proxies and get some of the newer cards on the list, I would love to see how it operates and what match ups it will be bad against.
EDIT: There should only be one C in the title...so it shouldn't be 4 Casting Cost, but 4 Color...
Well, let me see if I can get it going again.
Artifact
Mogg Bomb comes into play with three charge counters on it.
When there are no charge counters on Mogg Bomb, sacrifice it and put 3 1/1 red Goblin tokens with haste into play. Mogg Bomb deals 3 damage to target player.
:symr::symr::Remove a charge counter from Mogg Bomb.
EDIT: Reasons- Blightning aggro runs out of gas too soon, but 4C has sustainability and in raw damage output outperforms the other deck. Fae- dunno what could be the problem unless all their boards are looking anti-fae. Just have to play a better game and you should put victories consistently.
EDIT: A TIMELY FASHION, before the next set rotation perhaps.
Instant
You may remove a blue permanent you control from the game rather than pay Skyshatter's mana cost.
Return target permanent back to its owner's hand.
Draw a card.
Where do you run when the sky is falling after you?