@kenan Except like a donkey, people are avoiding my comment. I didn't mention ANYTHING about mana.
Opponent: Lodestone Golem, Go
Me: "I don't have force, or a mox, so basic, go"
Opponent: Some land, Sphere, Attack, go.
Me: "I didn't draw a mox, so land, go. I can still play only 0 casting cost things".
Opponent: Tangle Wire, attack, go.
Me: I literally lose.
Now, I have no issue with any of this EXCEPT the lodestone golem. A Sphere that ALSO attacks for 25% of your life is a huge issue.
Yes, I agree that turn 1 Lodestone on the play is very hard to beat without exactly Force of Will. All I am trying to say is that if you were hellbent on warping your deck to beat Workshops with Lodestone and Chalice more often than not, you could. Not that you could always beat every Workshops start.
I suppose I'm only arguing this because my personal view about how the DCI ought to manage the restricted list is just to be as permissive as possible. I didn't hate the metagame where Chalice and Lodestone were unrestricted. Workshops was just better than most decks, but the metagame still seemed reasonably diverse to me, and there were measures you could take in metagames which you knew were saturated with Shops. I felt both restrictions were premature.
Every good deck has a nut draw. Again, not saying that every deck's nut draw is equally powerful, but ultimately all that matters in balance discussions are average winrate statistics. If the uncompetitive auto-win games (i.e. turn 1, Golem, go) get smoothed away over large sample sizes, then at the end of the day the fact that such games even happen at all doesn't really matter.