Why is dread return banned in modern




















This deck is certainly now in position to come back into the format. One or more of these graveyard strategies will emerge as tier 1. So hybrid decks seem very possible. Dryad Arbor is a cute way to pay green for Hogaak off either a fetch land or a Life from the Loam.

Perhaps too cute, perhaps not. Wizards seems satisfied that these cards belong with Lightning Bolt , Thoughtseize , Path to Exile, and other efficient 1-mana cards that do more to define Modern than they do to break it. I think they fairly recognized that although swapping Looting out for Cathartic Reunion or some other discard outlet would weaken Hogaak decks, it simply might not be enough. War of the Spark and Modern Horizons have some insanely powerful cards. As a result, aggressive and efficient creatures have ruled the streets of Pioneer, at least so far.

Pioneer is missing a few elements that make Modern what it is. Path and Bolt are just the beginning. The format was once touted as a place for rotating Standard cards to continue seeing play; nowadays, the bar is too high for many of those cards to enter the picture.

So they can transition first to Pioneer, which replaces Modern as a just-out-of-Standard option. Bloodstained Mire. Felidar Guardian. You use a fetch to get a new land. You effectively remove one more land from your deck so that the next card is a bit less likely to be a land and by extension, a card that will be very helpful.

Here is an exhaustive list of all blue or red Wizards in Modern costing 3 mana or less: Still, the collection of available Wizards is lackluster—Soul-Scar Mage is arguably the standout card. Interestingly, Wizards said that these bans are the result of community feedback rather than on the power level or impact of the cards in the format. Field of the Dead ramp decks were suppressing control and reactive decks. A Brief History of Modern 8th edition was chosen as the starting point for Modern because it marked the beginning of a sea change at Wizards in how they designed Magic sets as well as a change in the visual design of cards.

Despite using the old borders, Timeshifted cards are legal in Modern, since they were printed in Time Spiral, which is a Modern-legal set. Every Timeshifted card is a reprint of a card from a set prior to 8th Edition. Only cards reprinted after 8th edition that are not in supplementary product so no Commander cards are Modern legal.

Dark Ritual is not. Sadly no. Dark Ritual is a staple in various combo archetypes in both Legacy and Vintage , the two main competitive formats the card is legal in. It and LED are the backbone of every good legacy storm deck. Interrupt is an obsolete card type. Under the original rules, an interrupt was a spell that would resolve before the rest of the batch.

Begin typing your search term above and press enter to search. You know it's not really a hard lock, so you can't just scoop the game, but you also know that your odds of winning are extremely low. Plus, it takes a bunch of turns of sitting through the "please just kill me" purgatory before your opponent actually wins the game with Jace, the Mind Sculptor. So, maybe the feel-badness of losing to Jace, the Mind Sculptor is reason enough to keep the planeswalker banned. Overall, much like Stoneforge Mystic , I'm open to giving Jace, the Mind Sculptor a trial period in Modern, with everyone knowing going into the experiment that a re-banning might be necessary if things go poorly.

One of Wizards ' initial rules for the Modern format was that it didn't want combo decks that consistently won the game before Turn 4, which is the primary reason why Glimpse of Nature was on the original Modern banned list.

In Elves specifically, Glimpse of Nature made it pretty easy to play through your entire deck on Turn 2 or 3. You simply resolve a Glimpse of Nature and start playing Elves, all of which work like hasty Llanowar Elves as long as you have a Heritage Druid on the battlefield. Eventually, you find some copies of Nettle Sentinel , which allow you to go infinite in mana, and more copies of Glimpse of Nature , so each Elf you cast is drawing you two, then three, and then four cards instead of just one.

Eventually, you win the game. Originally, the finisher was Predator Dragon , but I imagine today it would be some combination of Craterhoof Behemoth and Emrakul, the Aeons Torn coming down on Turn 2 or 3. Maybe the most interesting aspect of Glimpse of Nature is how it shows that just one mana can make a huge difference in the power of a card.

Hypergenesis is another member of the original Modern banned list, thanks mostly to its power with cascade cards. When you think about how Hypergenesis works, it's basically just a straight-up better version of Restore Balance or Living End , both of which are somewhere between playable and very good in Modern in their own right. The main thing that keeps decks like Living End and Restore Balance in check is that they come with a significant downside. Living End is incredibly powerful but comes with the drawback of scooping to graveyard hate.

Restore Balance is strong but comes with a high deck-building cost to break the symmetry and make sure it's hurting your opponent more than it's hurting you. Hypergenesis works the same way but doesn't come with any major drawback or deck-building cost.

You simply play a bunch of cascade cards, stuff your deck full of Emrakul, the Aeons Torn and Griselbrand s, and essentially win the game when you resolve Hypergenesis. Blazing Shoal might be the card that people misunderstand most often on the Modern banned list. There's an entire cycle of Shoals, and all but the red member of the cycle are legal in Modern without causing problems or even being playable, for the most part.

Blazing Shoal can blame its banishment on Sam Black, who came pretty close to winning the very first Modern Pro Tour with an innovative Mono-Blue Infect deck that killed on Turn 2 or 3 pretty consistently thanks to Blazing Shoal. The basic combo is using Blazing Shoal to exile a Dragonstorm or Progenitus , which is exactly enough infect damage to kill the opponent with Inkmoth Nexus or a Blighted Agent. This would occasionally happen on Turn 2 and fairly regularly on Turn 3 thanks to Muddle the Mixture tutoring up Blazing Shoal and Summoner's Pact tutoring up Progenitus.

Remember the Infect deck that dominated Modern about a year ago, before Gitaxian Probe was banned and Fatal Push was printed? Mono-Blue Infect did the same thing, but instead of needing to cast multiple pump spells that cost real mana, it would do it all by casting a single Blazing Shoal for free. Dark Depths was part of the initial Modern banned list mostly because of its power in the Extended format which, in some ways, was the forerunner of Modern, as a format between Standard and Legacy.

The problem is no one ever played Dark Depths fairly. The scary thing about Dark Depths is that it would be even better in Modern today than when it was banned. If your opponent can somehow deal with it, you can always play another copy of Dark Depths or Life from the Loam back the original and do it all over again. And this doesn't even consider the rules change to Blood Moon that makes it into a Dark Depths combo piece, or the printing of Thespian's Stage which is the primary Dark Depths combo in Legacy.

Golgari Grave-Troll holds the distinction of being the only card to be banned twice in Modern. It started off on the original Modern banned list, mostly because Dredge is one of the ultimate "mistake" mechanics that many people including Wizards would rather forget. Unfortunately for Golgari Grave-Troll , it's not so much that the card itself is overpowered; it's that a critical mass of cards with the Dredge mechanic are overpowered. When Golgari Grave-Troll is on the loose, it gives Dredge decks one more good Dredge card, which is just enough to push the deck from fringe to tier one in Modern, and very few people have fun when Dredge is near the top of the format.

While banned at different times, Rite of Flame and Seething Song were banned for the same reason: Storm decks were too powerful. Since we'll talk about Storm a couple of times over the course of this article, you might be wondering if it really deserved all of the bannings it received over the years, and the answer is pretty clearly yes.

Remember: Storm is still a top tier deck today, even after being targeted by three rounds of bannings. In fact, if you look back at the original Storm list from Pro Tour Philadelphia in , a full 16 of its 38 non-land main-deck cards have been banned and this doesn't even count Seething Song , which wasn't even good enough to make it into the original build and came along later after Rite of Flame was banned.

The biggest problem with Storm and the reason why cards that add two or more mana should remain banned in Modern, even though I'd love to play Rite of Flame in Free-Win Red is that the mechanic itself ranks alongside Dredge as the biggest mistake mechanic in Magic 's history in fact, it's such a mistake that Maro's " Storm Scale ," which ranks how likely a mechanic is to return in a future set, is named after it. It's simply not the way Wizards or most players, for that matter wants Magic to be played in , especially in Modern.

With each passing year, as new players joined the game through Standard formats that were about creatures rather than degenerate spells and combos, this has become more and more true. Because of this, it's probably more likely that we see yet another banning targeted at Storm rather than one of its pieces coming off of the banned list.

While it took a while for Modern players to figure it out, Summer Bloom eventually ended up meeting its end thanks to breaking the "adds two or more mana" rule. Actually, it didn't just break the rule but absolutely shattered it. The basic idea of Summer Bloom was to play it after putting an Amulet of Vigor on the battlefield and then play some Ravnica bounce land like Simic Growth Chamber.

You then spend all four of your land drops playing and tapping the Simic Growth Chamber and then returning it to your hand, with the end result being that Summer Bloom is a ritual that costs two mana and adds six mana to your mana pool exactly enough to play a Primeval Titan , which is where things get even sillier, since the lands you tutor up with Primeval Titan untap as well, and you pretty much just win the game on the spot, sometimes on Turn 2.

Once it became clear that Summer Bloom was the green Dark Ritual , Wizards quickly added it to the banned list, where it will likely remain for eternity. Cloudpost joined Blazing Shoal on the post-Pro Tour Philadelphia the first Modern Pro Tour banned list after smashing its way thought the tournament as a sort of super-Tron. If you think Tron—the current big-mana deck in Modern—is annoying to play against, Cloudpost decks were even worse, basically being Tron decks that also occasionally hard cast Emrakul, the Aeons Torn on Turn 5 thanks to the absurd amount of mana you can make by copying Cloudpost with Vesuva.

One of the sneaky aspects of the deck was how good it was against aggro, since against a deck like Burn, you could just use all of your land tutors to find Glimmerpost to gain a bunch of life while still powering up any Cloudpost s you had on the battlefield. I've heard some people say that Cloudpost isn't really that good or even that Tron is better, but after absolutely crushing Eldrazi Winter Eldrazi with 12 Post, it's hard for me to believe that we want lands that commonly tap for three or four mana running around in the Modern format.

Green Sun's Zenith is one of the stranger cards on the Modern banned list, mostly because, at least to some extent, it finds itself in Modern jail not because it's too powerful on its own but because of the weirdness of a certain land from Future Sight : Dryad Arbor. While there's not doubt that Green Sun's Zenith is a powerful card and would see play in Modern to add consistency to toolbox green decks with cards like Gaddock Teeg , Knight of the Reliquary , and Primeval Titan , in most situations, it isn't that much more powerful than Chord of Calling which is instant speed and hits creatures of any color or Collected Company instant speed and hits two creatures, instead of just one.

The problem is Green Sun's Zenith was very, very good at doing one specific thing: being a one-mana Rampant Growth by tutoring out Dryad Arbor which is technically a zero-mana green creature. Now, you're probably thinking, what's the big deal? Turn 1 mana dorks are super powerful but held in check by the fact that they get worse and worse as the game goes along drawing a Elvish Mystic off the top during the mid- to late game is usually horrible.

Green Sun's Zenith flips this idea on its head by being a Turn 1 mana dork that is just as good and perhaps even better on Turns 3, 5, and If Dryad Arbor were to leave the format, there might be an argument for giving Green Sun's Zenith another shot, especially considering all of the other cards fighting for the same slot, but until that happens, it's simply too good for the format thanks to its flexibility.

Chrome Mox is one of the stranger cards on the Modern banned list. It was part of the original Modern banned list without any in-depth explanation and remains on the banned list, even though it doesn't break the "adds two or more mana" rule. While going from one mana to two mana on Turn 1 is powerful, using Chrome Mox comes at a pretty big cost exiling a card from your hand , which keeps it from being played in some decks all by itself. The biggest risk is that the fast mana it gives would power up combos too much, and while it's probably safest to have Chrome Mox banned, it does seem strange to see it on the banned list after watching Affinity play Mox Opal on Turn 1 and dump literally their entire hand onto the battlefield.

On its face, the Eye of Ugin banning makes sense for a bunch of different reasons. Eldrazi Winter essentially ruined the Modern format for several months before the land was banned. Eye of Ugin clearly breaks the "adds two or more mana" rule sometimes adding much more than two mana if you have a bunch of colorless Eldrazi in hand. Plus, Eye of Ugin gave Tron decks an inevitable late game, which would likely push them over the top at the moment, considering Tron is still near the top of the format even without Eye of Ugin.

As such, the reasons why Eye of Ugin is on the banned list are pretty simple and clear. On the other hand, seeing Eye of Ugin on the banned list, in part, because it breaks the "adds two or more mana" rule begs the question of why Eldrazi Temple is still allowed in the format. While not allowing cards that produce two or more mana in the format seems like a good and reasonable rule, the rule isn't really worth much of anything unless it's enforced consistently.

There's actually still a debate over whether Eye of Ugin or Eldrazi Temple is the more powerful of the Eldrazi Sol-lands, and while the answer is very like Eldrazi Temple if we only look at Eldrazi decks, the fact that Eye of Ugin is so good in Tron as well might make it more powerful in the Modern format as a whole. Basically, Eye of Ugin is banned mostly because it was part of the most dominant deck Modern had seen in years in Colorless Eldrazi, and while this banning makes sense, it also makes you wonder why its partner in crime Eldrazi Temple is still on the loose rather than being locked up alongside Eye of Ugin in Modern jail.

While Umezawa's Jitte was never actually banned in Standard, it dominated its Standard format to such a great extent that decks with no interest in playing the equipment would occasionally do so just to legend rule their opponent's copies back when the legend rule made it so if two of the same legendary permanent were on the battlefield, both immediately went to the graveyard. The power of Umezawa's Jitte is that it destroys creature decks, and while it might be a bit slow for Modern, it would still push certain decks like Elves and perhaps even some Collected Company builds out of the format.

If you've never played with Umezawa's Jitte , apart from having a ton of different abilities, the main reason it's so powerful if that you get counters whenever it deals combat damage, not just combat damage to the opponent.



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