The barrier for entry of a "playable" creature grows exponentially as its cost increases, this makes generally low impact creatures at 1 and 2 CMC see play simply because they're so cheap.
3 is a very important cost in limited, perhaps the most important cost really. One could argue that the vast majority of 3 drop creatures are balanced around being good in draft rather than being strong constructed staples (no one would touch a horned turtle with a ten foot pole in t2 but I would gladly play it in any of my blue decks in draft).
the merfolk are INCREDIBLY secretive on Ravnica. They lasted thousands of years without being uncovered or even being shown to exist. Now, even after taking over the simic, doesn't mean that they will suddenly be everywhere. They're probably similar to a vampire on Ravnica. There are some, perhaps many more than we know, but they aren't a common sight.
This card just isn't good. The quality of creatures in standard is so high. I'd never want this over Falkenrath Aristocrat in aggro, and this is not a control card. And with how good mana is, you can really play anything you want, so the fact that its straight UB is not a strong argument.
Unblockable is pretty broken with Cypher, and that's probably why the guildmage doesn't have that ability. (honestly milling seems out of place right now, as that doesn't appear to be the main strategy of dimir this time around).
Dimir Charm is great. The destroy clause is good, definitely on par is not better than Izzet Charm's kill spell (this thing kills Lobber Crew type cards etc). The other effects are actually pretty close to Izzet Charm's modes too. Countering a sorcery, when it happens, is a blowout, and the card actually digs further than Izzet Charm.
Overall, I'm really happy with Dimir Charm for limited. It has three modes I can definitely see myself using.
Thinking about it, I'd say swinging with the single token is definitely correct. It leads him to believe that YOU think he's going to chump your 7/8. Now, that's correct here, but, most of the time, if a player gets a read that you think he's going to do something, they'll try to do the opposite. Which sets you up to win next turn.
These weren't even the best cards in their respective formats (Sarkhan, Bloodline Keeper), no way they can be the best cards of all time.
For problematic commons. You can't really have that discussion without mentioning Sprout Swarm. Pestilence was certainly insane, but was honestly a product of past poor designs (it should be uncommon, and was fixed later). Sprout Swarm was a modern common that completely changed the way you had to draft. A very rare mistake made on the modern face.
Isn't it possible that MaRo was just doing some semantic trolling? I mean, I would totally believe that MaRo would be very please with himself for doubling 0 then snickering.
Also can I point out that his deck had 41 cards, and so did the 7th place finisher's. What does that mean? I thought that if you played 41 cards it was an auto-lose. I'm so confused?!?
You're allowed to play as many cards as you want in limited, as long as its 40 or more.
Honestly, this is just a trainwreck draft. Not much to see here.
It was banned because giving your opponent life was easy. Printing something to hate on one-time life gain wouldn't be as bad, especially in Standard. They could just reprint Punishing Fire and have no problems.
Punishing Fire got banned largely in part of it costing only two. If it cost 3 and did 3, it'd actually be a much more fair constructed card.
The barrier for entry of a "playable" creature grows exponentially as its cost increases, this makes generally low impact creatures at 1 and 2 CMC see play simply because they're so cheap.
3 is a very important cost in limited, perhaps the most important cost really. One could argue that the vast majority of 3 drop creatures are balanced around being good in draft rather than being strong constructed staples (no one would touch a horned turtle with a ten foot pole in t2 but I would gladly play it in any of my blue decks in draft).
Temporal Aperture was already every turn.
Really? He seems really mediocre to me. Why would I want to give my opponents cards? Especially when they're such high quality like in cube.
Dimir Charm is great. The destroy clause is good, definitely on par is not better than Izzet Charm's kill spell (this thing kills Lobber Crew type cards etc). The other effects are actually pretty close to Izzet Charm's modes too. Countering a sorcery, when it happens, is a blowout, and the card actually digs further than Izzet Charm.
Overall, I'm really happy with Dimir Charm for limited. It has three modes I can definitely see myself using.
These weren't even the best cards in their respective formats (Sarkhan, Bloodline Keeper), no way they can be the best cards of all time.
For problematic commons. You can't really have that discussion without mentioning Sprout Swarm. Pestilence was certainly insane, but was honestly a product of past poor designs (it should be uncommon, and was fixed later). Sprout Swarm was a modern common that completely changed the way you had to draft. A very rare mistake made on the modern face.
You're allowed to play as many cards as you want in limited, as long as its 40 or more.
Honestly, this is just a trainwreck draft. Not much to see here.
Punishing Fire got banned largely in part of it costing only two. If it cost 3 and did 3, it'd actually be a much more fair constructed card.