Well I wasn’t necessarily going with the route of adding more formats, especially for a game that’s dying. Instead, I was trying to go with the concept of bans not being suitable for a game this young even though cards themselves are continually appearing as problematic. The core issue of the game is that there are not enough complex mechanics within the game fundamentals to prevent such disastrous swings. If a druid puts 10/10 worth of stats on the board on turn 1 using Gibberling, Lightning Bloom, and Pirates, there is nothing you as a player can do to stop that on such a curve. I don’t necessarily find that example problematic since it’s a rare occasion for such stars to align, but it’s an example to include just to show what limitations players have when the mana crystal means everything in the first few turns.
They could either treat Wild the same way they treat Standard and periodically see nerfs, or they could alternatively have different versions of the same cards across two formats.
I say that suggestion very tentatively, but it’s an idea.
Yes. They have found other ways to address problem decks. If that is not the case with Painlock, then nerfs to standard cards is the only way to keep said guarantee. It should be a last resort , sure, but its better than bans imo, and at least maintains some credibility.
If anyone want to look at something i say to look at raise dead. The card is problematic for anything designed for warlock not only now but in the future.
Draw for health without mana cost is broken and proved to be broken.
And back in 2016, did they say how it would be addressed when a card is in another, yet to be released format as well as Wild?
I am pretty sure that they didn’t. Introducing another format means that they have room to change the policy to incorporate this new format, as well as any potential future formats they can conceive of in the future.
If you not have cards to use your infinite Mana into.
Any card that allows mass draw/generation paying health instead of mana gonna be a problem not only now but in the future of suicide archtypes too.
This was already tested and know in many card games in the past.
Why you think pain warlock runs tour guide and raise dead?
You gonna ask blizzard to avoid print any barely agressive pain warlock card forever so you can have those? Because this is the cost of raise dead being a card that cost 0.
Tour guide is bearable because it has to be played before.
But raise dead not only need little to no setup(a minion dead) but can also give you more cards to continue to fuel darkglare other than it’s own effect while costing 0 Mana.
With balance, you have to gravitate towards the centerpiece of what the deck uses to be strong. In my opinion, the three big offenders here are Darkglare, Raise Dead, and Flesh Giant.
With imbalance and nerfs, Darkglare is the big offender of them all. The whole reason why the deck continues to cycle is because Darkglare allows mana to be refilled. Even if Tour Guide and Raise Dead allow for 0 mana plays, the chain continues because Darkglare allows a chain to exist. Paying 0 mana for 2 cards is good value, but that changes more when you suddenly refill your crystals. In a vacuum, 0 mana 2 cards already is good, but Kobold Librarian, Tour Guide, Flame Imp, and Vulgar Homunculus do just as much to let the real offender here, Darkglare, to refill crystals to begin with. Paladins already have 0 and 1 cost generation cards, so comparing these two together makes Raise Dead a good but comparably justified card. The attention that Raise Dead is more broken is because it has more than one purpose.
Even if Raise Dead was nerfed to 1 mana with the same effect (effectively making it a balanced 1 mana draw 2), you would still have Darkglare churning combos perhaps a mana or 2 later or maybe slightly less consistent. However, the board dump of 1+ cost damage minions let’s Warlock still do the same with the refresh system. Heck, lists are running Ankle Biter because it can self hit (while healing that damage back) just to have another activator of crystal refresh.
In short, yes Raise Dead is a good card and is theoretically powercreeped card generation. However, looking beyond the powercreep (cause this expansion is full of it), the offender in the specific context here again is Darkglare.
What you gonna put in the game that is a agressive enough to make suicide decks viable that not breaks with raise dead in the future?
Raise dead isn’t insane because it is powercreep version of X or Y card.
Raise dead is insane because that for anything you think it gonna be a 0 Mana activator that also generate more high synergy cards while doing it.
Like I said before…
MTG has a card that pays health for cards too and you know were it is? In the legacy ban list.
A eternal format with more than 20 years of cards still break with a similar card.
It’s one of the few card effects that you can call as objectively overpowered. Darkglare gigantic turns area simptom and not the cause.
The real solution should be that a card should be balanced for different formats. Some standard legal cards should have different stats in wild for balance purposes.