so are you going to pick a mana cost at random? Kinda feel like there should be an incentive to play higher mana cost cards. Normally 7 1cc spells is much better then 1 7cc spell. Especially when the 7cc card has to wait a long time to get enough mana.
It really seems like your trying to fix a problem that doesn't exist. Counterspells have never been very good in 2cb. Playing counterspell means giving up half your deck and getting a really weird mana base and hoping the opponent has a slow deck or not having two good threats. Two good threats normally beats one good threat + counterspell. It's nothing close to the disruption you would get if discard was legal. I'm not saying counters where bad or that they where not format warping, just that they where never very good. I really don't think Countersquall needs to be banned, or unified will for that matter, but I'm in the minority there I think.
I wasn't in favor of banning the counter spells in the first place, and I don't like the idea of a counterspell rule, but if you want a rule that worked.
something like
Spells can not be countered by spells and abilities an opponent controls before the spells controllers third turn.
wouldn't make any decks illegal, but would stop turn two counters.
You could also do something like what Feyd_Ruin but make a test deck
A player may not submit a deck that can – against a deck whose cards have no rules text – counter a spell controlled by an opponent before his or her third turn.
That would work as intended I think, but it's hard to understand.
2.2x. A player may not submit a deck that can, with a spell or ability controlled by that player – against any deck – counter a spell controlled by an opponent before an opponent's third turn.
I think lightning bolt is still illegal with those rules. So are basically all counter spells, not just one or two mana ones.
Can someone else chime in on what Personman is talking about. I am finding it far stickier than it seems like it should be... this really shouldn't be so difficult...
Basically under the discard rule Tempting Wurm is legal first turn, it can cause a card to leave the opponent's hand, but it doesn't force it.
With this rule
2.2x. A player may not submit a deck that can – against any deck – counter a spell controlled by an opponent before an opponent's third turn.
Hesitation and probably lightning bolt are illegal beacuse there are situations where playing them would counter spells too early.
I've never been a fan of the discard rule, it just feels very unnatural, and it's different for every cb so I end up having to look it up pretty often.
For a new player that rule seems about 10 times more confusing then just having some counters on the ban list, and it's not really obvious what's legal or not just from reading it, you end up having to explain it quite a bit ( like you did in your post ).
I think it's fine, there are still a few metaing options available, they just don't seem that great. With the bidding format there won't be a bunch of Surging Sentinel ties, the best way to meta it is probably just to play more Surging Sentinels then your opponent.
Good job remembering the obvious, Error1. I can't believe only one of us did
I was pretty sure it wouldn't do well, but I don't think it's ever had a chance to be played in a cb format, despite being one of the best cb cards printed.
Do I get to learn who I can curse for my crappy gift? Or who I gave my super useful gift to? Seems I was the only one who got something completely useless:(
X of a kind
Rather then having the extra cards start in your library, they start in your hand.
Land rule
You don't start the game with mana, but you can pay X life and start the game with X basic land under your control.
Infinite Deck
You start the game with an infinite number of your card in your library.
Mana lock
Mana doesn't empty from mana pools and mana can't be added to mana pools. You need to have the correct mana to play a spell, but spells won't use up that mana.
Test of Endurance
Each player starts with 50 life.
1+1 scbp
You pick two cards and pay X life. One of them starts in your hand and X number of the other card start in your library.
I wasn't in favor of banning the counter spells in the first place, and I don't like the idea of a counterspell rule, but if you want a rule that worked.
something like
wouldn't make any decks illegal, but would stop turn two counters.
You could also do something like what Feyd_Ruin but make a test deck
That would work as intended I think, but it's hard to understand.
I think lightning bolt is still illegal with those rules. So are basically all counter spells, not just one or two mana ones.
make the deck dark ritual/Brain Gorgers
and first or second turn creatures are illegal,
or something with Temporal Extortion and having life is illegal
Basically under the discard rule Tempting Wurm is legal first turn, it can cause a card to leave the opponent's hand, but it doesn't force it.
With this rule
Hesitation and probably lightning bolt are illegal beacuse there are situations where playing them would counter spells too early.
I've never been a fan of the discard rule, it just feels very unnatural, and it's different for every cb so I end up having to look it up pretty often.
For a new player that rule seems about 10 times more confusing then just having some counters on the ban list, and it's not really obvious what's legal or not just from reading it, you end up having to explain it quite a bit ( like you did in your post ).
I was pretty sure it wouldn't do well, but I don't think it's ever had a chance to be played in a cb format, despite being one of the best cb cards printed.
Surging Sentinels is going to be pretty hard to meta without rares
X of a kind
Rather then having the extra cards start in your library, they start in your hand.
Land rule
You don't start the game with mana, but you can pay X life and start the game with X basic land under your control.
Infinite Deck
You start the game with an infinite number of your card in your library.
Mana lock
Mana doesn't empty from mana pools and mana can't be added to mana pools. You need to have the correct mana to play a spell, but spells won't use up that mana.
Test of Endurance
Each player starts with 50 life.
1+1 scbp
You pick two cards and pay X life. One of them starts in your hand and X number of the other card start in your library.
it wins on the play, vs non flash, non land, non morph decks. I can't think of any deck that would lose to a 2/2 when it is on the draw.