last edited by Smmenen
Restricting counterspells in Vintage seems like a bad idea to me. Cards that keep other cards in check are a good thing, not a bad thing.
I don't really understand the complaints about Vintage right now.
Vintage has everything going for it right now that has ever made Vintage great:
Broad color and strategic diversity (Survival has really helped) - there are like 15 viable decks, and like 4-8 decks capable of winning any tournament (Survival, PO, Dredge, Oath, BUG(r), Xerox, Shops, WEldrazi).
Unprecedented on-board complexity - the operational complexity of Vintage right now has never been greater from Survival to Xerox to PO to Shops, these decks are EXTREMELY complicated to manipulate on board.
Deep branching lines of play - virtually every deck in the format is strategic, rather than just tactical, and requires strategic insight to optimize, not just flipping cards drawn. You have really understand matchups and know your role in almost every matchup, as well as what's important.
Deep interactivity - with Workshop finally de-throned, players get to actually play spells, and almost every match is highly interactive.
Take the top four decks: Shops, Xerox, PO, and Survival. That's 6 matchups (Shops v. Xerox, Shops v. PO, Shops v. Survival, Survival v. Xerox, Survival v. PO). The only match up of those six that isn't intensely interactive is Shops v. PO. The rest of the matchups are incredibly fascinating. Since Xerox can no longer just overpower it's opponents with Mentor, every Xerox matchup is super interactive as well.
- Super Skill Intensive - where experience/knowledge matters.
Vintage is so complex right now, actually, that I think it may be beyond most players ability to actually play competently. It's actually laughable to compare, say 93/94, to contemporary Vintage. Playing 93/94 versus Vintage is like playing Checkers compared to Chess or even Go. You go land, creature go, or maybe play a spell or two. The sheer quantity of high stakes decisions every turn, combined with the number of logistical clicks or card shifts is insane. Just a single Dack activation entails 4 zone changes, which itself can require like 4-6 decisions, with branching decisions that ramify into insane complexity.
There have been times in the past where Vintage has had greater strategic complexity - like the Gifts/Grim Long/TPS era of 2006, but vintage has never had this level of on-board complexity and deep interactivity among the best decks.
I've been critical of many of the restrictions in recent years, but I have to say that they really did their job in promoting format diversity and making it much more interactive.