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The problem is that you're absolutely right. Since Dominaria, we've been on a pain train of power level.

Used to be that a block with power like Urza's Block would be followed by a Mercadian Block to put the brakes to everything.

But really, the problem is... there's no play testing. There can't be.

They can't have people dumb enough to look at Oko and not uses his +2 on everything everyturn. They couldn't have seen how bad Uro would get. Companion was supposed to be fun, quasi commander for Standard, yet it broke every format.

You'd think they had learned their lesson for Tibalt's Trickery. What with the whole milling a random number, but it's solved in three words.

"you don't control" that's it, Trickery is fixed! BUT THEY DIDN'T DO THAT!

And changing the way Cascade works... doesn't fix a god damn thing!

The worst thing is they remembered those three words for White's awful kill spell.

White seems to be completely left out of the power creep, blacks doing ok, Red breaks the format and quickly gets banned, and Blue/Green break the format but don't get banned until their near to rotating anyways.
 
The problem is that you're absolutely right. Since Dominaria, we've been on a pain train of power level.

Used to be that a block with power like Urza's Block would be followed by a Mercadian Block to put the brakes to everything.

But really, the problem is... there's no play testing. There can't be.

They can't have people dumb enough to look at Oko and not uses his +2 on everything everyturn. They couldn't have seen how bad Uro would get. Companion was supposed to be fun, quasi commander for Standard, yet it broke every format.

You'd think they had learned their lesson for Tibalt's Trickery. What with the whole milling a random number, but it's solved in three words.

"you don't control" that's it, Trickery is fixed! BUT THEY DIDN'T DO THAT!

And changing the way Cascade works... doesn't fix a god damn thing!
They were the same people that had Uro, Oko, Wilderness Rec. Nissa, Growth Spiral, T3feri, Veil of Summer, and Krasis all in the same standard and didn't think there might be some issues.

And Trickery's totally fine because who'd counter their own spells, right? It's not like this game has historically had entire archetypes based on cheating mana costs.
The worst thing is they remembered those three words for White's awful kill spell.

White seems to be completely left out of the power creep, blacks doing ok, Red breaks the format and quickly gets banned, and Blue/Green break the format but don't get banned until their near to rotating anyways.
White's last powerful spell printed in Standard that wasn't fully intended for Commander (Omn4th and tithe were made for commander, no questions asked) was T3feri and Teferi, HoD. Outside that? White's only real focus is on lifegain in environments that really don't care about it and shit with tokens. Green's demolishing White's shit when it comes to tokens too, remember Scute Mob?
 
And Trickery's totally fine because who'd counter their own spells, right? It's not like this game has historically had entire archetypes based on cheating mana costs.
The way they thought they'd fix Trickery was by having you mill. There's no way you could stack the deck in such a way to get the card you want.

Except.

I have four copies of trickery. I have four copies of Violent Outburst. I have 4 copies of the major Eldrazi Titans. The rest are lands. (though I've seen some versions with Omnipotence)

Turn three KABOOM!

Tibalt's Trickery is still fucking with Standard and is still leaving us with T2 or T3 Tibalt, Cosmic Imposter. Banning Trickery in Modern was a step in the right direction, but I think changing cascade wasn't.
 
Does anyone remember when they released those all foil packs of alara reborn?
Those packs were for the whole Alara block - I picked up a few a year or two ago for a small birthday gift for myself, and I was astonished at how those cards curl far less than the Commander Legends foils. I know curling's always been a problem before, but the problem's gotten really bad with cards printed the past year or so. The etched foils don't have the problem either, so what's going on?
 
Those packs were for the whole Alara block - I picked up a few a year or two ago for a small birthday gift for myself, and I was astonished at how those cards curl far less than the Commander Legends foils. I know curling's always been a problem before, but the problem's gotten really bad with cards printed the past year or so. The etched foils don't have the problem either, so what's going on?
The whole gimmick was that it was alara reborn plus random cards from shards and conflux. They didn’t have a problem with curling like modern foils. The reason I bring it up is that it was a way to get people to buy that set because it was mostly underwhelming. They also had these packs of conflux that were similar to the YGO duelist packs where they were $1 for an uncommon and 4 commons or something like that.
 
This might be a stretch, but is it possible considering how woke WOTC has been in recent years that they didn't want to give white many good cards because white is "evil?"
Nah. The problem is, as others pointed out, that Wizards is autistic with the pie except when it comes to Green. Red getting access to more pseudo-draw like light up the stage is strong, but I wouldn't call it busted or beyond the pie. Green, by contrast, is completely fucking off the rails - it ramps, it plays big guys, it goes wide, it draws, it gains incidental life, it has removal, it recurs from the GY -- just pair it with another color and you'll have nothing but upsides.

Another thing is that Throne was just a fucking badly-designed set with a ton of problem cards. Even ones that aren't banned are still pushed as fuck, like Bonecrusher Giant - but there aren't really white ones among 'em. Wizards clearly doesn't know what white's niche should expand to, now that the other colors are getting more. It seems like they're also obsessed with printing shit for commander above all else - other colors just seem better at getting cards that can work in 60-card or 100-card formats, whereas white really feels like an either-or. Mangara and Smothering Tithe are cool cards in commander, but not really too hot for a 60-card format.
Power Creep?

No, POWER SPRINT!
Once they boot out Throne/theros/ugin, we might be entering a slower phase. There's some pushed shit in Zendikar / Kaldheim, sure, but not a whole ton. Strixhelm sounds like it's going to be tribal-focused, which doesn't tend to pan out all that well either. Tibalt's Trickery has mostly plagued old formats and that's more a shit-designed card that wasn't meant to be crept, and tibalt himself... kindof surprises me that they didn't rule that out earlier, given that the fun breaking // entering & beck // call combos were nuked from orbit way earlier.
Another thing that bugs me, which is something that I noticed when looking at the commander 2020 cards on scryfall is that so many of the cards weren’t just with less than $1, but worth less than 25 cents. Not just the reprints, but the new cards.
Tbh this is probably part of the fact that stores and individual buyers cracked open lots and lots of those decks for the 'free' spells. Everything but the green one has pretty high value as a single - the blue one's already basically the MSRP of the deck. These other little cards that there's not a huge supply of suddenly have tons and tons of them flooding the market, and so even if there was going to be a gradual little tick-up in demand, that gets quashed. People cracking those stupid fucking collector's boosters also leads to a glut of good-but-not-busted rares like Scavenging Ooze being real real cheap while the stuff's hot.

That said, I'm more the person that enjoys working with low-budget decks and cards, so it's a boon to me to have lots of fun crap to buy for a few quarters. I bought just about every card from Kaldheim & the decks that I wanted for about $40. I might pick up more snow basics and the duals just to have them, but I don't see myself spending more than like $10 on that, either.
You'd think they had learned their lesson for Tibalt's Trickery. What with the whole milling a random number, but it's solved in three words.

"you don't control" that's it, Trickery is fixed! BUT THEY DIDN'T DO THAT!

And changing the way Cascade works... doesn't fix a god damn thing!
You could fix it with one word: cast. Modern decks like Grishoalbrand are able to get out big guys on nut draws that are able to deal with removal or immediately combo out, same as older formats. They're just not as consistent - but if you just put emrakul into play, rather than cast it, it doesn't instantly win you the game. It's still hard, but I feel like at that point, you can at least try to get rid of it with something. For instants/sorcs, just exile them and copy them with tibalt's fuckery. Even burn decks can get the opportunity to untap for sideboard tech like Deflecting Palm against something like that.

Monkey getting banned probably needed to happen earlier for that format, unfortunately. Though I don't personally like that they nuked ad nauseum and prison from orbit in the process.
 
Nah. The problem is, as others pointed out, that Wizards is autistic with the pie except when it comes to Green. Red getting access to more pseudo-draw like light up the stage is strong, but I wouldn't call it busted or beyond the pie. Green, by contrast, is completely fucking off the rails - it ramps, it plays big guys, it goes wide, it draws, it gains incidental life, it has removal, it recurs from the GY -- just pair it with another color and you'll have nothing but upsides.

Another thing is that Throne was just a fucking badly-designed set with a ton of problem cards. Even ones that aren't banned are still pushed as fuck, like Bonecrusher Giant - but there aren't really white ones among 'em. Wizards clearly doesn't know what white's niche should expand to, now that the other colors are getting more. It seems like they're also obsessed with printing shit for commander above all else - other colors just seem better at getting cards that can work in 60-card or 100-card formats, whereas white really feels like an either-or. Mangara and Smothering Tithe are cool cards in commander, but not really too hot for a 60-card format.

Once they boot out Throne/theros/ugin, we might be entering a slower phase. There's some pushed shit in Zendikar / Kaldheim, sure, but not a whole ton. Strixhelm sounds like it's going to be tribal-focused, which doesn't tend to pan out all that well either. Tibalt's Trickery has mostly plagued old formats and that's more a shit-designed card that wasn't meant to be crept, and tibalt himself... kindof surprises me that they didn't rule that out earlier, given that the fun breaking // entering & beck // call combos were nuked from orbit way earlier.

Tbh this is probably part of the fact that stores and individual buyers cracked open lots and lots of those decks for the 'free' spells. Everything but the green one has pretty high value as a single - the blue one's already basically the MSRP of the deck. These other little cards that there's not a huge supply of suddenly have tons and tons of them flooding the market, and so even if there was going to be a gradual little tick-up in demand, that gets quashed. People cracking those stupid fucking collector's boosters also leads to a glut of good-but-not-busted rares like Scavenging Ooze being real real cheap while the stuff's hot.

That said, I'm more the person that enjoys working with low-budget decks and cards, so it's a boon to me to have lots of fun crap to buy for a few quarters. I bought just about every card from Kaldheim & the decks that I wanted for about $40. I might pick up more snow basics and the duals just to have them, but I don't see myself spending more than like $10 on that, either.

You could fix it with one word: cast. Modern decks like Grishoalbrand are able to get out big guys on nut draws that are able to deal with removal or immediately combo out, same as older formats. They're just not as consistent - but if you just put emrakul into play, rather than cast it, it doesn't instantly win you the game. It's still hard, but I feel like at that point, you can at least try to get rid of it with something. For instants/sorcs, just exile them and copy them with tibalt's fuckery. Even burn decks can get the opportunity to untap for sideboard tech like Deflecting Palm against something like that.

Monkey getting banned probably needed to happen earlier for that format, unfortunately. Though I don't personally like that they nuked ad nauseum and prison from orbit in the process.

I'd say blue is still the most imbalanced color, but it probably doesn't seem crazy cause it's not much worse than it's always been. Green's prominence I feel is that is been getting busted as blue's butt buddy, usually as a quicker wincon than the days where you ran nothing but control and an Aetherling as your one win condition.
 
I'd say blue is still the most imbalanced color, but it probably doesn't seem crazy cause it's not much worse than it's always been. Green's prominence I feel is that is been getting busted as blue's butt buddy, usually as a quicker wincon than the days where you ran nothing but control and an Aetherling as your one win condition.
Eh, maybe in legacy/vintage. Otherwise blue does things that are generally good in commander formats but usually wants to pair up with another color to shore up its weaknesses. It's when I start noticing that monogreen decks can draw more effectively than monoblue decks that I begin to wonder if wotc hasn't lost the plot.
 
Eh, maybe in legacy/vintage. Otherwise blue does things that are generally good in commander formats but usually wants to pair up with another color to shore up its weaknesses. It's when I start noticing that monogreen decks can draw more effectively than monoblue decks that I begin to wonder if wotc hasn't lost the plot.
I think part of it is that WOTC sees Green as the beginner's color - things start making more sense then. You don't want newbies to feel like they can't keep up, so you give them abundant card draw. You want newbies to be able to cast spells, so you give them easy ramp and make sure land destruction is scarce and targeted. You want newbies to feel powerful, so you give them the strongest creatures or creatures that easily outnumber their opponents. You know newbies obsess over taking a little damage, so you give them life gain so they don't worry about taking a little damage. You know how newbies feel bad when their cards die or get discarded, so you give them ways to get their things back. About the only thing that newbies don't really get is how to counter things, so it's no surprise how Green being paired with blue patches up one of the few flaws the combo has.

Giving green one or two of these things is nice - giving green all of it? Way too far.
 
Nah. The problem is, as others pointed out, that Wizards is autistic with the pie except when it comes to Green. Red getting access to more pseudo-draw like light up the stage is strong, but I wouldn't call it busted or beyond the pie. Green, by contrast, is completely fucking off the rails - it ramps, it plays big guys, it goes wide, it draws, it gains incidental life, it has removal, it recurs from the GY -- just pair it with another color and you'll have nothing but upsides.

Another thing is that Throne was just a fucking badly-designed set with a ton of problem cards. Even ones that aren't banned are still pushed as fuck, like Bonecrusher Giant - but there aren't really white ones among 'em. Wizards clearly doesn't know what white's niche should expand to, now that the other colors are getting more. It seems like they're also obsessed with printing shit for commander above all else - other colors just seem better at getting cards that can work in 60-card or 100-card formats, whereas white really feels like an either-or. Mangara and Smothering Tithe are cool cards in commander, but not really too hot for a 60-card format.
I think part of it is that WOTC sees Green as the beginner's color - things start making more sense then. You don't want newbies to feel like they can't keep up, so you give them abundant card draw. You want newbies to be able to cast spells, so you give them easy ramp and make sure land destruction is scarce and targeted. You want newbies to feel powerful, so you give them the strongest creatures or creatures that easily outnumber their opponents. You know newbies obsess over taking a little damage, so you give them life gain so they don't worry about taking a little damage. You know how newbies feel bad when their cards die or get discarded, so you give them ways to get their things back. About the only thing that newbies don't really get is how to counter things, so it's no surprise how Green being paired with blue patches up one of the few flaws the combo has.

Giving green one or two of these things is nice - giving green all of it? Way too far.
I'm old enough to remember that once upon a time, blue was THE color of MTG. Part of that was the fact that when they designed new stuff, each colors' "role" in the new mechanic was always super easy to define. Blue being a very nebulous color from beginning would then get what was "left over" which lead to it getting more and more goodies as the years went on until it was the overpowered favorite. (I mean really, why is blue THE artifact color?) There used to be more than a few memes back in the day that when judging a card, the first question to ask was "is it blue?"

Back then, Green was in the position White is now. White at least had board wipes and a few "lock" effects that made U/W decks the bane of many a player. Green was all about "creatures." Creatures which die to removal. If you played any green, you did it for the ramp and skipped over the rest.

The push to give green more to do started... oh around Mirrodin 2/Innistrad with a hint of what was to come in Time Spiral. Blue was always the draw color and WotC decided maybe other colors should have draw effects too. Ironically being in last place for so long, Green ended up being the first pick for "secondary in everything" as they started adding more to its pie and...
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IMHO, it would have been better had WotC actually been a bit more autistic about the color pie and looked to spread things out just as a principle. Like instead of having blue be the artifact color, have white be the equipment color, black the artifact creature color, and blue the "rest" artifact color. The variant draw effects are a step in the right direction but green has gone too far and white needs a bit of that loving.

It is annoying that in so many mtg design/development articles you'll see MaRo or someone else say, "we decided to experiment with ___" - like after this many years making the game, of seeing hundreds of different metas, how can nobody look at a design and ask themselves, "How might this possibly be abused? Is that easy to pull off?"
 

The thought of modern WokeTC getting their hands on LotR... well makes me want to kill all humans.

(Paging other Tolkien fan, @Mola Ram.
The whole crossover concept in general is a huge turnoff for me. I can ignore dumb woke shit like non-binary planeswalkers tbh, but turning MtG into Geek Culture: The Cardgame just screams “CONSUME!” a little too loudly for my tastes.
 
So the 40k crossover is going to be Commander Decks, but the interesting tidbit in Wizards continuing response of "We hear you're upset, but we ain't changin' shit" the Universes Abroad is going to mainly be unique cards and not reprints with genre art.
 
The whole crossover concept in general is a huge turnoff for me. I can ignore dumb woke shit like non-binary planeswalkers tbh, but turning MtG into Geek Culture: The Cardgame just screams “CONSUME!” a little too loudly for my tastes.
It also feels like the creatives are getting stiffed in the process. I don't see the need for it - a lot of their newer planes that played with uncommon themes were wildly popular. Honestly, it's these "do an X set" things that have seemed to flop thematically - the "do an egypt set" was fucking boring and shitty, meanwhile the "do a central asia set" in Khans was wildly popular. "Do a viking" is a snorefest, and yet now people have started to appreciate the campy goodness of aztecs, pirates, and conquistadors.

Maybe Strixheim goes the way of Throne, where "do an arthurian legend" set turned out pretty decently... but I'm skeptical. I hate the idea of a DND plane to the fucking bone, but if they bring back level up and the quest mechanics, it might not turn out to be so bad as far as mechanics/cards go. That's my biggest fear - one of these ripoff sets doing well, thus forestalling the chance of us getting a cool, original plane like the Conspiracy or original Innistrad (or hell, even let's-rip-off-bloodbornistrad).
Giving green one or two of these things is nice - giving green all of it? Way too far.
Yeah, I think that's the issue - or maybe just that it gets everything at great rates. There's that M21 uncommon green enchantment that gives all your dudes trample, draws a card when it enters if you have a p>=4, and draws you extra cards for every p>=4 you've got -- whoah, great card. That's my idea of what really powerful green draw should look like, and even then it's pretty pushed. Not Rishkar's Expertise. Not Return of the Wildspeaker -- those should be cards like Momentous Fall or Soul's Majesty, high risk-reward. Definitely not fucking Toski -- Toski should be like Shamanic Revelation or blessing of frost or mouth//feed or collective unconscious, etc.
If you played any green, you did it for the ramp and skipped over the rest.
What gets me is that you can definitely see that earlier on in Magic's history, but a lot of the insanely bonkers shit has come out in fairly recent memory. Green goes form being one of the smoother commander colors because ramp is powerful and fixing's great in a format like that... to a color that's free to do it all on its own, or to go even more overboard if you pair it up with something else. It feels fairly balanced in other formats for the most part, but there's something about giving the color with the best creatures (which are now great), the arguably-best enchantment/artifact hate (which is super relevant in the format), the best ramp, and some of the best protection... some of the best card draw, too.
 
Yeah, I think that's the issue - or maybe just that it gets everything at great rates. There's that M21 uncommon green enchantment that gives all your dudes trample, draws a card when it enters if you have a p>=4, and draws you extra cards for every p>=4 you've got -- whoah, great card. That's my idea of what really powerful green draw should look like, and even then it's pretty pushed. Not Rishkar's Expertise. Not Return of the Wildspeaker -- those should be cards like Momentous Fall or Soul's Majesty, high risk-reward. Definitely not fucking Toski -- Toski should be like Shamanic Revelation or blessing of frost or mouth//feed or collective unconscious, etc.
Yeah, like I said originally green was all about lands and creatures. Lands and creatures. Well when all the other colors have ways of hosing both - it easily got swamped. It's even more ironic because when Force of Will (anime-mtg) came out, they seemed to realize this and then pushed green into the other direction, giving it MTG's base green along with counterspells.
What gets me is that you can definitely see that earlier on in Magic's history, but a lot of the insanely bonkers shit has come out in fairly recent memory. Green goes form being one of the smoother commander colors because ramp is powerful and fixing's great in a format like that... to a color that's free to do it all on its own, or to go even more overboard if you pair it up with something else. It feels fairly balanced in other formats for the most part, but there's something about giving the color with the best creatures (which are now great), the arguably-best enchantment/artifact hate (which is super relevant in the format), the best ramp, and some of the best protection... some of the best card draw, too.
Oh quite and I agree. That's why I was trying to explain to everyone that what you're seeing now in green is what everyone demands WotC do to white. Not that I disagree, but given how it's turning out when they "fix" one color, I am a bit cautious about demanding they fix another. (although right now if they revealed they're holding back white to be woke I wouldn't be surprised)
 
I'm reeeeeeeally hoping for that fabled Tolkien Estate hardassery right about now.
You'll be waiting for a long time. Saul can be a push over and Chris is dead.

That being said, any one watched The Magic Show back in the day? Sad to see how bad it is. these days. I would maybe watch listen to his podcast, but I can't stand listening to the tranny he brought on board.
 
So the 40k crossover is going to be Commander Decks, but the interesting tidbit in Wizards continuing response of "We hear you're upset, but we ain't changin' shit" the Universes Abroad is going to mainly be unique cards and not reprints with genre art.
Honestly, I don't hate that. There aren't tons of cards out there with names generic enough to make the jump from MtG to something like 40k, and a lot of the cards that could - stuff like Murder - could be done more flavorfully as something in-universe for the IP. It's not like you're going to name a regular Magic card "Chainsword to the Face" or whatever, so you're probably not even blowing sweet names on these cards.

That said, I really don't like this. For me, Magic's IP and Magic as a game system are linked. I'm assuming a lot of this is driven top-down from Hasbro, which is still trying to make up for the death of Toys'R'Us by squeezing every penny it can out of its profitable divisions. From that perspective, it seems like the suits at HQ view Magic like they view Monopoly: you have this game that's just a bunch of rules and you can reskin it with whatever IP you want and sell people more of the same shit they already have because, hey, *this* version of Monopoly is the Ultimate Deluxe Simpsons Limited Collectors Edition, or whatever, and you don't have a version of Monopoly like that.

Lego, Funko Pop, and yeah, a lot of Hasbro lines make their money by just being vehicles for IP tie-ins. It makes a lot of sense - you save big on R&D costs, consumers are already familiar with it so you don't have to spend tons on advertising, so your only real costs are production and getting the rights. Magic is different, though, since it's not a static game like Monopoly, and I don't think Hasbro quite realizes that.

Also, I wouldn't be surprised if the reason Standard sets have had shit balance the past two years is because Wizards R&D was diverting playtesting resources to these tie-ins. Maybe they would have realized that the best use for Oko's +1 was just to elk all your opponent's good cards instead of making 3/3 Food tokens if they'd gotten some more games in, but instead they had to go test the Captain Titus of the Ultramarines commander deck against the Moana commander deck or whatever to keep Daddy Hasbro from getting the belt again.
 
Also, I wouldn't be surprised if the reason Standard sets have had shit balance the past two years is because Wizards R&D was diverting playtesting resources to these tie-ins. Maybe they would have realized that the best use for Oko's +1 was just to elk all your opponent's good cards instead of making 3/3 Food tokens if they'd gotten some more games in, but instead they had to go test the Captain Titus of the Ultramarines commander deck against the Moana commander deck or whatever to keep Daddy Hasbro from getting the belt again.
If we see Titus in this crossover before he shows up 40K proper, I'm going to be pissed off.
 
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