One could make the argument that the more 1 drops you have in your deck, the worse misstep becomes because it allows you greater flexibility to bait them out, as well as gives you more proactive incentives to run your own.
Force of will sees play in the format too, it does not mean you should not play cards that can be countered in your deck.
I'm fine with Force of Will, it's 2 cards, requires deck building parameters. My point was in this color for "1" mana there are options that dodge Misstep. Hitting a mentor with this might not be enough regardless. The decks where creature removal shines are mostly Thorn decks that tend to not run Misstep.
@mediumsteve Confirmed. I looked up the Polish translation. I was pleasantly surprised.
This card is a really good option for some flavors of enchantress, no doubt, and probably competes with Enchantress' Presence in builds that are aura-heavy. Not triggering on Elephant Grass, Solitary Confinement, and Presence is a bad thing, though. That deck can ill afford road blocks as it ramps up. Still, his sheer versatility means he'll do well. He works in Puresteel Paladin-type decks too. I forsee nice times ahead for Sram "To Crap", Senior Edificer... in Modern, anyway. Not sure if Vintage likes this.
Dredge does not run any of these moxen, and if they did, repeated moxen and lotus would be better. I'm not talking about forgoing moxen - that strategy is fine in the right deck, like dredge. I'm saying in most decks, other than null rod builds, running chrome mox, lotus petal, and the like is strictly worse than lotus andregular moxen.
I was responding to the quoted comment. I apologize if you meant some other thing, but, respectfully, you should have said what you meant.
I kind of agree that there is a reasonably proper tension between the effectiveness of Shop's tax effects and blue decks choosing to maximize explosiveness vs. be resilient. The idea of a T1 Trinisphere isn't fun, but many other decks have "God hands" as well.
With respect to comments about designing for Eternal, I like the idea of designing cards for Vintage with two purposes:
Create some checks for powerful strategies in ways that do not create another overpowered strategy. For example, I'm fine with Mental Misstep but for some people this is a card that hurts some Vintage cards while becoming a bigger problem in itself. Chalice also had come to fit this bill, which was a part of its restriction.
Create more viable archetypes, particularly in forgotten colors. To my mind, every color should have a viable deck that doesn't necessarily splash for all the broken blue cards. I recognize that that is a tall order. However, giving green a Vine Dryad-style card that hits artifacts or blue spells might make a Skullclamp Elves deck viable (and also not just slot into any random U/x deck).
A quick look at MTGTop8 shows that Shops (17%) and Mentor (20%) are the two most represented decks. Far behind them (currently) are Oath, Storm, Dredge, PyroDelver, and EldraziAggro.
That may seem like a lot, but it's really just three "shells" with varying win conditions: Sol lands + tax effects (Eldrazi/Shops), Dredge, and broken blue cards with variable win conditions.
I'm guessing this may be a thing that only I care about. It also stems from my dislike of how imbalanced the colors of Magic are in eternal formats. Anyway, just my thoughts.
@ajfirecracker I don't want to get too far off topic, but what I think they should do is have lower rarities for cards, and put special "masterpieces" in the set of the rare cards. Let people collect foils and special alternate arts of stuff if they want, but let me get my utility card at a normal rarity. They also like to claim that mythic bombs balance limited but I disagree.
In LCV Emrakul the PEL is a real card. I have seen it being played more than once (I even lost a close game because of it). In the hardest control deck this is another control card payable with colorless mana, and not too much (average cost is 7 after graveyard reductions). Even if it gets countered/removed, the effect stays and can provide decent advantage. If not, there you have a huge creature that skips moat.
Not a card for any deck, but if you want a finisher in Landstill, it's probably the best.
Just my 2 cents but the card could go either way. It has been in my experience great game one to play cards people under value especially if they have no clue what you are doing. First you usually can get several loops going before they just let you continue what you are doing or stop you. So that is a mark for using the card justfor the "?" face. But if they let you do what you want game one games 2 and 3 are all about the hate. Rarely if ever will they just sit idly by an let you win. So now a strike against it because it is either a support card or you build your deck around a transformational sideboard to win games 2 and 3. With that said i think the card could be a real sleeper in vintage but maybe not at this specific time only because of all the moving parts you would need.
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