I remember when Fall from Favor was spoiled. _Everyone_ knew it was going to be a problem. The fact that Wizards didn't know was astounding, but they're a small, indie development company, so I guess it's understandable.
Man...this comment just made me remember that in my tiny hometown we had an old Wizards of the Coast store for years, back when they actually were a small company. Now I'm sad, cause that store was awesome.
They were too busy thinking of the whales paying three times the worth of a precon on Commander Master's product line. They hardly care about eternal formats like pauper as it doesn't make them no where near what they were selling for during that time.
I had heard of pauper before, but never knew what it was about until you began making this series. I’ve since then built and bought 2 different decks for the same price as a budget pioneer deck and started going to my LGS. Thanks for making these!
Taking away Sojourner's Companion to artifact landcycling, we just basically have myr enforcer copy #5-8 & I am not really sure that would fix it without it being unique.
@@zebusaqua4415 basically, attack with a Arcbound Ravager + 1/2/3 or even 4 Disciple, then sacrifice every artifacts (even artifact lands!) to the Ravager, causing a lot of life loss due to Disciple and growing the A.R. to a massive size
Stonejourner's Companion can not be "fixed", period. Giving Affinity another 4/4 would make the decks just way too stong, no matter if we are talking Azorius (too much staying power and it is in the top 5 of the strongest decks already) or Grixis (no need to evaluate keeping a 4/4 as a blocker or drawing/gaining life anymore).
I know that wizards tends to not go after decks just to ban them and kill them out right, but if tron keeps enabling so much bs... id just consider banning the tron lands altogether. If all these bans don't even really take some decks down from being extremely good, and just puts them on par with other strong decks, it seems like it doesnt solve the issue. you're still playing maybe 3-4 different strategies or else youre losing
Another option to balance the initiative card might be to force a particular dungeon. Since being able to pick which one is a large boost in flexibility.
Sojourner is the only non basic or land type cycling. Being able to grab artifact lands which includes 2 color lands that none of the others can grab (at least in pauper as dual lands are all above common) is actually insane for mana fixing and being practically free late game.
@@stigmaoftherose there are dual (snow and non-snow) lands with basic types in pauper, but as you said there are no way to search them all (some search for forests)
@@stigmaoftherose right but MYR enforcer is sojourners companion minus the land cycling ability. He suggested to balance the card by removing the land cycling ability which would turn it into a card that already exists..... MYR enforcer
@@forsureitsme Erm... Either you wrote this reply really weird and you meant there is no ONE CYCLE card that searches every color, which is true but who cares, OR your statement is false, because there are enough cycle cards that do not cycle for just basics.
2:30 If you use Companion to get an artifact land you CANNOT play Kenku Artificer on turn 3! You couldn’t artifact land cycle until you have two mana. So turn 2 and you’ve already dropped a land. You get an artifact land that you’ll have to drop on turn 3. But, it comes out tapped and Kenku Artificer is three mana.
Cycling can be done at instant speed, so you just hold 2 mana open and cycle Companion at the end of your opponent's turn, and then play the 3rd land on turn 3. Then, you would play Kenku.
@@brendaneichler5244 Yes. Turns 1 and 2, play out one of the mono-colored artifact lands, then, cycle Companion at the end of your opponent’s second turn and grab a 3rd mono-colored artifact land. Then proceed to turn 3, play the land you just tutored for, and play Kenku
Affinity would be much more reasonable if WotC would ban the bridge lands. Affinity was a t2 deck at best with Gorilla Shaman sideboarded as an apex predator, prior to MH2. WotC's repeated logic was they liked the play pattern of Cleansing Wildfire targeting a bridge to ramp, but that combo is no longer relevant. Its safe and only logical to remove the bridges and allow Gorilla Shaman and Dust to Dust to prey on the archetype. This would let Atog return (a fan favorite) safely.
Monarch and the Initiative are just really bad game design in my opinion because they create a game piece that can't be interacted with. Imagine how much more balanced they would be if they instead created an enchantment or artifact token with the effect instead.
?? Initiative is the worse one because you can't do anything about other people's dungeon progress. But still - they are both trivial to interact with. Just, you know, move to combat and smack the carrier with creatures.
@@TehKorwinMikke Problem arises if you actually get it on turn one with a 3-4 toughness body attached to it. Also a problem, if you are actually the aggressive deck with it early game. So...no, they are not "trivial". An aggro deck drawing a card each turn uninteractable is a huge issue. I mean, Fairies actually do that and they win because of it, and their cards are interactable. Altho, I disagree that the mechanic is "bad game design". It's a design not meant for 1v1 is all.
@@neros_soren You say that it's hard to interact - which we know, that's why it's a terrible 1v1 mechanic and awesome multiplayer mechanic. That still does not make it "uninteractable".
@@TehKorwinMikke You literally said that they are TRIVIAL to interact with, that's what I was replying to. It's not trivial if you can't hit somebody, which is the case against 3-4 toughness creatures on turn 1 or 2.
I remember when Fall from Favor was spoiled. _Everyone_ knew it was going to be a problem. The fact that Wizards didn't know was astounding, but they're a small, indie development company, so I guess it's understandable.
Man...this comment just made me remember that in my tiny hometown we had an old Wizards of the Coast store for years, back when they actually were a small company. Now I'm sad, cause that store was awesome.
They were too busy thinking of the whales paying three times the worth of a precon on Commander Master's product line. They hardly care about eternal formats like pauper as it doesn't make them no where near what they were selling for during that time.
Wizards 100% doesn't consider pauper in set and card design.
19:53 You know a multiplayer mechanic is busted in 1v1 when they have to ban a card from a deck revolving around that mechanic in legacy
this whole video can be summed up to "affinity amirite"
Affinity and multiplayer*
Also, Stevie jumpscare
Broken mechanic is broken
I had heard of pauper before, but never knew what it was about until you began making this series. I’ve since then built and bought 2 different decks for the same price as a budget pioneer deck and started going to my LGS. Thanks for making these!
Dude that's so wholesome.
Taking away Sojourner's Companion to artifact landcycling, we just basically have myr enforcer copy #5-8 & I am not really sure that would fix it without it being unique.
gotta add swiftspear to the list now RIP
Should have never been common to begin with
I'm excited for Standard bans throughout the years. Like what standard they were banned in why
been waiting for this one :)
Wait, did wotc forget the affinity combo from og mirrodin block? Where disciple of the vault is banned in block constructed?
What was the block constructed combo?
@@zebusaqua4415 disciple plus krark clan iron works
@@zebusaqua4415 basically, attack with a Arcbound Ravager + 1/2/3 or even 4 Disciple, then sacrifice every artifacts (even artifact lands!) to the Ravager, causing a lot of life loss due to Disciple and growing the A.R. to a massive size
Stonejourner's Companion can not be "fixed", period. Giving Affinity another 4/4 would make the decks just way too stong, no matter if we are talking Azorius (too much staying power and it is in the top 5 of the strongest decks already) or Grixis (no need to evaluate keeping a 4/4 as a blocker or drawing/gaining life anymore).
Fall from Favor came from Commander Legends. Masters reprint them.
🤓
And?
@@burnsboy101 just bringing up an error.
@@kennydarmawan13 it was in both sets, who cares
I know that wizards tends to not go after decks just to ban them and kill them out right, but if tron keeps enabling so much bs... id just consider banning the tron lands altogether. If all these bans don't even really take some decks down from being extremely good, and just puts them on par with other strong decks, it seems like it doesnt solve the issue. you're still playing maybe 3-4 different strategies or else youre losing
Amazing
Notes on swiftspear?
Another option to balance the initiative card might be to force a particular dungeon. Since being able to pick which one is a large boost in flexibility.
initiative is already limited to undercity, venture in the dungeon is what let's you choose
10 Cards Likely to Be Banned in Timeless
Limited. Timeless is supposed to be like vintage with zero or very very few bans. But limiting stuff is fine.
Isn't sojourners companion -landcycling already a card ?
Sojourner is the only non basic or land type cycling. Being able to grab artifact lands which includes 2 color lands that none of the others can grab (at least in pauper as dual lands are all above common) is actually insane for mana fixing and being practically free late game.
@@stigmaoftherose there are dual (snow and non-snow) lands with basic types in pauper, but as you said there are no way to search them all (some search for forests)
@@stigmaoftherose right but MYR enforcer is sojourners companion minus the land cycling ability.
He suggested to balance the card by removing the land cycling ability which would turn it into a card that already exists..... MYR enforcer
@@joshuaturner4602 oh minus land cycling. I didn't get that's what you meant by "-landcycling"
@@forsureitsme Erm... Either you wrote this reply really weird and you meant there is no ONE CYCLE card that searches every color, which is true but who cares, OR your statement is false, because there are enough cycle cards that do not cycle for just basics.
2:30 If you use Companion to get an artifact land you CANNOT play Kenku Artificer on turn 3!
You couldn’t artifact land cycle until you have two mana. So turn 2 and you’ve already dropped a land. You get an artifact land that you’ll have to drop on turn 3. But, it comes out tapped and Kenku Artificer is three mana.
Cycling can be done at instant speed, so you just hold 2 mana open and cycle Companion at the end of your opponent's turn, and then play the 3rd land on turn 3. Then, you would play Kenku.
Couldn't the Turn 2 and 3 artifact lands both be OG artifact lands a la Seat of the Synod?
@@brendaneichler5244 Yes. Turns 1 and 2, play out one of the mono-colored artifact lands, then, cycle Companion at the end of your opponent’s second turn and grab a 3rd mono-colored artifact land. Then proceed to turn 3, play the land you just tutored for, and play Kenku
Sir, there are mono colored artifact lands that enter untapped.
@@thatguyintherain3168 I’m aware. Nothing I said stated otherwise
can you please stop put those beatiful backgrounds? I stopped listening to follow the lazer bouncing around.
Itog
Affinity would be much more reasonable if WotC would ban the bridge lands. Affinity was a t2 deck at best with Gorilla Shaman sideboarded as an apex predator, prior to MH2.
WotC's repeated logic was they liked the play pattern of Cleansing Wildfire targeting a bridge to ramp, but that combo is no longer relevant. Its safe and only logical to remove the bridges and allow Gorilla Shaman and Dust to Dust to prey on the archetype. This would let Atog return (a fan favorite) safely.
Monarch and the Initiative are just really bad game design in my opinion because they create a game piece that can't be interacted with. Imagine how much more balanced they would be if they instead created an enchantment or artifact token with the effect instead.
??
Initiative is the worse one because you can't do anything about other people's dungeon progress.
But still - they are both trivial to interact with. Just, you know, move to combat and smack the carrier with creatures.
@@TehKorwinMikke Problem arises if you actually get it on turn one with a 3-4 toughness body attached to it. Also a problem, if you are actually the aggressive deck with it early game.
So...no, they are not "trivial". An aggro deck drawing a card each turn uninteractable is a huge issue. I mean, Fairies actually do that and they win because of it, and their cards are interactable.
Altho, I disagree that the mechanic is "bad game design". It's a design not meant for 1v1 is all.
@@neros_soren You say that it's hard to interact - which we know, that's why it's a terrible 1v1 mechanic and awesome multiplayer mechanic.
That still does not make it "uninteractable".
@@TehKorwinMikke You literally said that they are TRIVIAL to interact with, that's what I was replying to. It's not trivial if you can't hit somebody, which is the case against 3-4 toughness creatures on turn 1 or 2.
@@neros_soren Okay, in that you are correct. "trivial" is completely the wrong word for this.
This dude has the most insane typos and errors in the text constantly.
wake up babe new manalogs