Why is demonic consultation banned




















Main Page All Pages. Explore Wikis Community Central. Register Don't have an account? Banned and restricted cards. Edit this Page. Edit source History Talk 5. Wizards of the Coast. It is vitally important to ensure that there are multiple competitive decks for the tournament player to choose from.

If there were only a single viable deck to play, tournaments would quickly stagnate as players were forced to either play that deck or a deck built specifically to beat it.

In addition, different players enjoy playing different types of decks. If there are plenty of viable options to play, there will be more players at more tournaments. To help maintain the diversity and health of the Magic tournament environment, a system of banned and restricted lists has been developed. These lists are made up of cards that are either not allowed at all, or allowed only in a very limited manner.

It's important to note a couple of things: First, these lists apply only to Constructed formats and not Limited formats. Second, the banned and restricted lists are format-specific, so a card that is banned in Modern may still be legal to play in Standard.

If a card appears on the banned list for your chosen format, then you may not include that card in your deck or sideboard. Doing so makes your deck illegal to play in any sanctioned tournaments for that format.

Cards are usually banned from play if they enable a deck or play style that heavily skews the play environment. What does that mean? If the card were legal, a competitive player either must be playing it, or must be specifically targeting it with his or her own strategies. Some cards are banned because they have proven to simply be too powerful in their respective format.

Without going into a crash course in both psychology and debate, when we observe any kind of an argument there is one paramount concept that it is important to observe and understand when formulating an opinion on the matte: Literally everyone in the discussion is going to have a bias and if you can understand what that person's bias is and perhaps some elements of what is at the root of it, you will be a few steps closer to understanding the argument that person presents.

A combo player suggesting that Mystical Tutor be unbanned is fairly easy to see, but why would someone want something like Earthcraft off the Banned and Restricted list? Legacy as a format and Magic should be defined by creatures attacking for the win. When in no way are creatures able to keep pace with the strategy, there is a problem and that is the fundamental idea that fuels and maintains all of these bannings.

This is the key concept to keep in mind while taking a look at any of the banned cards that we are discussing. There are few exceptions to this and probably only one when one doesn't think that the optimal way to win with infinite turns is to attack with a creature.

Cards that require manual dexterity make it so that some players are not going to be able to play the game, which isn't exactly what WotC wants to do. Those cards haven't been printed since an Un-Set and none in a real set since it was obvious that tournament Magic had a chance at being a success. The last ones were printed in 4th Edition and Ice Age, about 15 years ago.

As for ante cards, when you involve betting into Magic it brings forth a lot of restrictions and unwanted legal concerns. I'm not personally too familiar with the restrictions, but I know that a tournament would be subjected to a barrage of taxes and other things become involved and it becomes flat-out illegal in many areas as a game of chance.

This obviously isn't something that is feasible or desirable for a tournament. The strictly obvious cards are those that differentiate this format from Vintage. These are the inherently overpowered cards that make Vintage a unique experience to other formats.

They all have high price tags and can do amazing things that nearly always result in the other player simply being pushed out of the game. While all of these have proven, broken interactions, the first on this list is actually the best. It is essentially a one-cost Demonic Tutor. It was proven long ago that despite the fact that sometimes you'll lose the game to it, the fact that it costs one and is an instant will win far more games than whiffing on the top seven portion of the card.

Both Demonic and Vampiric present the problem that literally every archetype is going to want access to them, but only combo decks are really going to be able to use them effectively. Suddenly all the games that are randomly lost to a storm player not being able to get Hellbent for Infernal Tutor vanish when all of them turn into Demonic. Imperial Seal is the same thing, only a little worse. If Ancestral Recall were a sorcery, it would still be busted.

Tinker takes the problem of a tutor and pairs it with the problems of cards that let you do stupid things with mana acceleration. People that have never needed to play against Goblin Recruiter often suggest that he likely isn't that good anymore, that stacking a deck with goblins probably isn't going to win you the game.

People that have played with and against Food Chain Goblins know the strength of the card with or without a mana engine. Goblin Recruiter generally stacks the deck with Goblin Ringleader s, which will then each draw four cards and all of these cards are going to be things that kill your opponent.

If you have Food Chain in play these cards will kill the opponent immediately. If Dwarves are ever supported the way I want them to, hopefully Dwarven Recruiter will end up on this list as well. Mystical Tutor is last on this list and also the most recent addition of not only the category but of the entire Legacy banned list. It is also the most hotly debated card on the current banned list. Mystical Tutor was banned mostly for its applications with Reanimator, but the fact that it splashed over to every other combo deck certainly factored into the decision on the card.

The problem with Reanimator is that it was such a consistent deck that it often put people into a game state where they were never able to cast a spell and that isn't a deck that should be at the forefront of competitive decks. However, it is true that at the time the banning happened it seemed like the format had pretty much adapted to the strategy. That is why we're at the heated discussion we're having now in the Legacy community and why it has persisted for the last three months.

Frantic Search enhances so many busted things that it is absurd to even begin to discuss. A lot of people don't see the strength in a card that lets you dig deeper into the deck for not only free, but will often times net the player mana. Frantic Search was too good when the only things that went well with it were Replenish and Reanimate , and it is far too good in a world of Storm and better cards for the graveyard.

Gush is another deceptively powerful card that enables so many stupidly good things. It used to be that it was a powerhouse in decks that featured Psychatog and Quirion Dryad but now it's difficult to imagine the card in anything other than a combo deck, especially in a world where we have an increasing number of blue-based combo decks as opposed to Dark Ritual based combo decks. To sum up the power of Gush, it draws two cards, most often nets you one mana, and then gives you an extra card to Brainstorm away all for literally no mana requirements and at instant speed.

In a pinch it is just a bad draw spell, but it still nets a card. Necropotence and Yawgmoth's Bargain are obviously far too broken to consider a Legacy that involves them.

Windfall and Wheel of Fortune are incredibly powerful, undercosted effects that are generally just superior to Timetwister. Memory Jar is in the same vein of cards except that it was one of the only cards to ever be emergency banned, back in the day , but you don't need to achieve any kind of mana requirement and then are allowed to untap and go from there. Skullclamp existed in Legacy for a while and those days weren't fun at all. The card itself is just better than Glimpse of Nature and pushes the power level of so many current decks over the top, not to mention the barrage of Kobolds that come raining down if this card is ever legal.



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