@chubbyrain said in February 12, 2018 Banned and Restricted Announcement:
@nedleeds So you have no basis for a Misstep restriction except if feels bad to have a 1 drop countered for zero mana. And you have no prognostication for a future metagame aside from vaguely pointing at various one drops and saying "this is a one drop that you can play without it getting Misstep." No actual deck ideas, no actual metagame shifts, no actual anti-shops tech. Great...
I've stated my basis. It's required to run other one drops because the cost of having a mana investment countered for 2 life and +1 mana is too much to bear. The exchange is so brutally inefficient you either play it or play a deck that ignores it. Nearly all the prominent results of the last 3 years back this up, decks either play 3.8 missteps or are sphere decks that ignore it.
Is it a feel bad? I guess so, but losing or knowing what you are doing is a waste of time feels bad in most games and sports. So you are priced into just also running your own Missteps (why it's banned everywhere else) or discarding your Deathrite Shaman because you were too stubborn to put Skillstep in your deck (or you have them but didn't in your opener but your opponent did, or your opponent had more ... read about this and more brain teasing scenarios in my new book Understanding Misstep).
As for my deck ideas, it's a bit of a futile exercise. You look down at the deck you are building and realizing you're out of space because you're cornered into playing Missteps to fight the 65% of the format playing 3.8. It's very similar to the (correct) argument about playing 'dead' cards in blue stew with respect to shops. Nothing beats free, no counterspell is as free as Misstep, it has no deck building constraints, is often +1 mana, +1 token. This produces a bifurcated meta of spheres and missteps. Which is all the last 3 years has been sadly. We can build Skillstep dodging decks with Impulse and such ... but it's more an exercise in defiance than something that can be expected to perform in a real event. B/g depths had great results in testing vs. aggro shops but lost to multiple missteps, when I put missteps in my deck I would randomly sometime out misstep the misstep and win but the deck was diluted and of course the sphere matchup was worse. Misstep keeps decks that would prey on shops from even being seriously considered.
The argument of Gush pushing out all other draw engines applies here (which I didn't necessarily think mattered given how many blue draw spells we have now), Misstep just pushes everything out by way of forcing you to Misstep the Misstep or spin your wheels spending mana while your opponent moves forward.