Old issue
One of the strongest decks of all time was counter spell/kill with blue/white. Swords to Plowshares and counter spells, mana drain, wrath of god etc. I am still trying to adjust to plainswalkers in game play so I am flawed. but, already see blue/white counter/kill with blue bounce and counter with white kill cards and just plainswalkers as the slow kill, is a super power. with or without Stasis and Authority of the Consoles/Kismet tapping creatures when they come into play is besides the point. White is total destruction... mass creature kill on the third turn with doomscar is way fast... wrath or depopulate, etc. other cards for the 4 casting was fast enough. thus the 4-5 turn limit was set with running out of cards with super fast decks with all single casting stuff exausting your hand. The versatility of red and direct damage is the "border line" or limit setter.(equal and opposite) Still takes 3-4 turns to kill if they don't gain any life. White is overpowered atm. How many mass kill cards does white have? compared to black? Balance is needed is all I am saying. Black had speed with dark ritual to compensate.. . a mana issue... there is no fast mana to balance the issue. Just adding faster mana forces lack of choices. First turn double dark ritual and cast a huge creature.. one white mana and kill it and it's over... oh now it's two white mana.. the room for error is null... dependent on the draw, not the skill. also 23 land or you get screwed and it does not draw correct. It draws good at 23, but should do that at 20 or 21 regardless of other cards casting cost. Tested the land issue myself. 22 land is close.. but you see the algorithm kick in after a few turns, and it denies you land for a few turns... not random. Has anyone had a starter hand that has 5-6 land in it and you mulligan? not me. 60 card deck, 20 creatures, 20 spells/other cards, and 20 land... 1/3... every third card should be a land, or close statistically... it doesn't. The land that sacks to search for other land is not just about having the right color mana for casting... it THINS the deck numbers of land vs other cards, and reshuffles it for the numbers and statistics of drawing a land or not. tested it, 20 land in the deck and you start with just one or two, and starve and hope for another land in time. 22 land and you get 2, maybe 3 at the start... 23 land and it leans on 3 land for the start. it's not that bad.. but it's not normal physical old school statistics. anyone that didn't play thousands of old school matches with normal cards might not notice, I do. I liked 5 land in the first hand, cause I knew the deck was THINNED of land and I would draw good cards for a few turns. 3 or 4 land drawn in a row can kill you (not anyone's fault, just statistics).. that is 3-4 turns with nothing for a response or board play. all a fine tuning issue. the game is good, but can be better.
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Irza#80909 commented
it's close but not close enough