@nanakini said in Brian Kelly is actually responsible for the Unrestriction of Mishra's Workshop:
I also know the format has been around here for a long time and it's still alive, but I think it's probably very difficult for new players to get in and stay, because as soon as the excitement from playing such powerful cards wears off, there is not much left (at least for me).
Really? There isn't much left? How about the most complex and intricate lines of play offered any format?
Vintage is not a friendly format for new players, but that's because it's the deepest format. I enjoy Old School formats immensely, but they can't come close to Vintage in terms of the depth and range of the lines of play that Vintage can offer on a consistent basis. The tutoring, library manipulation, draw and cantripping make Vintage an enormously skillful format, and quite punishing for dabblers or novices.
What does Vintage offer after you get used to the power level? It offers only the most intricate lines of play with the starkest deck choices of any constructed format. The separation between decks like Dredge, Dark Petition Storm, Ravager Shop Aggro, and Oath, to take but 4 examples, could not be more stark, and that starkness can't be found in other formats in combination with the depth of the lines of play offered.
I'm going to address this so that there is no misunderstanding. Perhaps my statement came off as too general, but I meant it very subjectively. That's why I put the "(at least for me)" in the brackets there. I agree that Vintage, generally speaking, has a lot to offer and a really good Vintage match feels far superior to anything else in magic.
I've been playing pretty much all the archetypes (or pillars, if you want) in Vintage and I've enjoyed all the "good stuff" Vintage has to offer. Seeing the "arrogant" blue mage's face twitch when they see Bazaar T1 or Workshop->Trinisphere is fun (for me)! Slowly baiting countermagic, setting up with cantrips and patiently waiting for that Duress so that eventually you are able to slip the critical spell through in a "calm before the storm" fashion is very satisfying, too! And of course I know how good it feels when you kept a risky hand with Oath, no Orchard and your opponent goes Workshop->Inspector/Ravager.
One thing I would point out is that for me (subjectively speaking), Vintage can't deliver those really good Vintage matches on a consistent basis (we disagree here), at least not anymore. Of course, we could speculate why that is? And there is certainly a whole range of possibilities which could explain that, specifically for my case. But, seeing as lots of people are unhappy about the current state of Vintage and seeing arguments being brought up which sound very familiar to me, it feels like there is something in common.
I would say that the ratio of really good, close and interactive matches versus the matches where players are essentially taking turns in blowing out their opponents is a little bit off. Vintage always had this interesting and scary feeling that someone can chain lots of broken things together and win out of nowhere and it's something I've always enjoyed and loved the format for. But when the broken things happen with too much consistency, it takes over and becomes the race of who can do that more quickly (taking away the interaction in the process and trading it for speed). Also, one of the best ways to win this race is winning the die roll.
Please, keep in your mind that this is my opinion only. I'm not saying that things should change to accomodate my thinking and what I personally would find more enjoyable. I know that there are lots of people who enjoy Vintage specifically for what I've just said and that's perfectly fine. Because it's also a question of perception, which is very subjective and I'm no judge and jury.