Damping Sphere has been insane thus far for me. . . in a Knight of the Reliquary/Thalia Shell, that is. As for folks saying they are trying it in a PO list, why? I use it in Knight Humans to BEAT PO decks so why on earth would THEY want to use it? It shuts off one of the most important cards in their deck in Tolarian Academy. I have a very spicy Knight brew with the card that anyone is welcome to ask me to PM to them, but I'd like to keep the tech under wraps until I crush at a tournament with it.
For the same reason Brian Kelly was running Chalice and 3-Ball in his PO decks... PO breaks the symmetry of the hate pieces as your opponent can't combo through them, but you can bounce them with your own PO and proceed to combo off. It hasn't done enough though.
If the card is only good in your fringe lists, it doesn't really justify the lofty expectations players have had and fears of a "Grafdigger's Cage" level of influence on the format. I thought this card would be a niche role-player in the format and it seems like that has been the case so far.
A couple of people have brought up the idea that Wizards won't risk altering the RL list because there isn't enough incentive, because these players are such a minority. But I don't exactly agree with that. They already have way to completely remove the barrier to entry without intervening with the RL policy at all, which is to simply ban all RL cards in all formats.
New Legacy; this would honestly be a miserable format. It would be marginally different than Modern, only slightly bumped up because of some stuff like FoW an Brainstorm. It will still be a terrible aggro format since everyone is paying like 8 life off their lands.
It is a really poor gameplay/game design decision to just ban cards based on their price or availability. Bans always have been, and should be, based on power level and effect on format.
And Vintage with no RL would be even worse... Would there even be a reason to make two identical card pool sets and just randomly decide to have different balists? Reserve list cards is what makes these formats.
but what I'm suggesting by the loss of faith is that even if the lawsuit couldn't happen (like with banning all RL cards, rather than reprinting them) or if the lawsuit happened and WOTC won, the consequences would still be pretty much the same. People would quit, investors would leave, and WOTC would lose a lot of money. I'm saying the market is a bigger factor in addition to the litigation.
Investors and collectors of the reserve list are not the people who are buying standard packs. Standard packs are mostly consumed by standard and limited players, most of whom do not play legacy and vintage.
@The_Gremlin_Lord Not really sure any part of your terrible attitude is helping, so if that's how you feel maybe you should find yourself somewhere else instead.
Hypothetical card design ideas here are not intended to inspire Wotc or gain legitimacy (or at least i didn't think anyone thought they were drawing Wotc attention), so i kind of think you are missing the point, which is discussion among fans about what we could see, want to see, or should see.
@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.
It can be built up over several turns to win, which is kinda hard to do outside of Zuran Orb + Crucible shenanigans, or you can storm out with SLIGHTLY more storm count than Tendrils to win that turn.
1 spell = 1 life
2 spells = 3 life
3 spells = 6 life
4 spells = 10 life
5 spells = 15 life
6 spells = 21 life
7 spells = 28 life
8 spells = 36 life
9 spells = 45 life
10 spells = 55 life
Unless someone is pressuring your life total, 5-7 spells is enough as you gain the cumulative life on each spell. Starting on 15 life, you can "storm" 6 cards for 56 life and be on 71 without any of those cards actually gaining you life. You can also go off on multiple turns to get there but it's a bit harder though you're still only using the single source as a kill instead of a second copy of tendrils or a YWill/regrowth to reuse the first copy. Having multiples in play is obviously better.
@CwaM Round 2 (after the bye): Kept a hand of Island, Tundra, Sol Ring, Mana Crypt, Thirst, Paradox (with a force on top off mull to 6) . Figured this hand played through Sphere or even chalice fine, and I KNEW my opponent was on shops (due to a ridiculously pimped Shop Deck he played in teh prelim). He opens with Trinisphere off a wasteland.
Game 2, I smoked him.
Game 3: He ends up with 2 vehicles which domed me for 8 (due to fetch + Fow + 5 + 5) and no cards in hand. Draws a Ravager, and puts me to 3. I fragmentize the Ravager, and then he draws another creature (Revoker or Factory?) , crews, and attacks for lethal, forcing me to hurkyls. He then draws a Triskelion, and I'm forced to counter it. On his next turn, he replays the vehicle and attacks me. Had I drawn my plows instead of my hurkyls, or had I drawn any draw spell, I win the game, as I had taken care of his spheres earlier.
Round 2: Game 1 I smash Grixis Pyromancer. Game 2, I mulligan to 5, and he has turn 1 FlippyJace, turn 2 ancestral/Ancestral and I'm out of it. Game 3 I kept a hand of 2 Islands, Sol Ring, Sensei's Top, Paradox, Thirst and open up Island, Sol Ring go. He opens Ruby, Sapphire, Island, Dack (steal Sol Ring). He has 2 cards in hand at one point with a pyromancer in play and dack, and is sitting on sol ring, ruby, sapphire, volcanic. I decide instead of Demonic Tutor for Swords or something, to Demonic and pass. He draws his next land. Demonic's for Therapy. Therapies me. Flashes back therapy. Gushes. replays a land, and Time Walks.
My TPS/Mentor hybrid is something a bit like a Brian Kelly deck. I have a few singletons, like Kaya, that sort of push the boundaries of "normal TPS". I have a singleton Snapcaster for the '0' ability but I primarily just fire off the '-2' twice and then reset it with the '0'. I've got 4 Duress, 4 FoW, and 2 Mindbreak Trap so the +2 card advantage every turn is just very relevant. And occasionally, since I am a Tendrils/Necro/Bargain deck, the gain 2 life ability comes up. Not to mention it comes down off a Dark Ritual and another dual land.
I like it since the rest of my deck is kind of weak to Flusterstorm, Misstep, Mindbreak, Arcane Lab, etc. and it's nice having a Bomby threat to get around that