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  • Tusk Talk Podcast Episode 23: Legacy Champs and Old School at Eternal Weekend

    Part two of a double feature on Eternal Weekend. Today we have Evan Nyquist (HymnYou), Branden Hagen (Seemsgood), and Special Guest from The Taxmen Greg Kraigher (Vintage Greg). We go deeper into Eternal Weekend following last episode’s coverage focusing on Vintage, and pivot to Legacy and our experiences playing at Eternal Weekend 2017. We also talk about the Eternal Central Old School event (118 players), and a some brief thoughts on Vintage.
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  • North America Legacy Champs 2017 – ALL Decklists and Metagame Breakdown

    North America Legacy Champs is now in the books, with 711 players attending this year. Once again, Nick Coss and all of tireless staff at Card Titan did an outstanding job organizing and running the events at Eternal Weekend, and should be commended for growing and supporting the community.
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  • Tusk Talk Podcast Episode 21: SCG Atlanta and Tuskvitational 2 Recap

    Welcome to another episode of Tusk Talk, with Team Tusk. Today we have Sean O’Brien (nedleeds), Evan Nyquist (HymnYou), and Josh Hand, breaking down the recent SCG Atlanta Team event, the SCG Atlanta Legacy Classic, ranting about defunct mail orders, and recapping the Tuskvitational 2.
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  • Tusk Talk Podcast Episode 20: GP Vegas Aftermath, Vintage Misery, Post Top Apathy, and Riding the White Horse

    Welcome to another episode of TuskTalk with Team Tusk. Today we have Evan Nyquist (HymnYou) and Sean O’Brien (nedleeds), talking with Josh Hand, breaking down Grand Prix Las Vegas (2017 edition), upcoming events, the State of Vintage, Legacy After Top, and finally, touching on the newly released expansion Hour of Devastation.
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  • Tusk Talk Podcast Episode 18: Top Banned, Gush & Probe Restricted, and Team Tusk Going Off

    Welcome to another episode of TuskTalk with Team Tusk. Today we have Evan Nyquist (HymnYou), Sean O’Brien (Nedleeds), and Josh Hand (Megadeus). Sensei’s Diving Top is now banned in Legacy. Gitaxian Probe and Gush are now restricted in Vintage. Reactions, analysis, small predictions, and bad cards. Legacy talk, Vintage talk, and then back to Legacy talk. Rated R, for Mature Audiences. (Editor’s Note: If you have delicate sensibilities, this is probably not for you).
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  • Tusk Talk Podcast Episode 17: Legacy Unleashed and Vintage Despair

    Welcome to another episode of TuskTalk with Sean O’Brien (Nedleeds), Shawn French (Frenchie), and Greg Mitchell (Hot Carl / Ponder). We discuss the recent EE6 and Card Kingdom Legacy series, Legacy Unleashed, and the recent Banned and Restricted non-announcement.
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  • Magic Deck Building Statistics

    Some years ago, a few friends and I had a conversation about a quintessential Magic question: “How many one-drops should I play in my aggro deck?”
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  • Tusk Talk Podcast Episode 15: GP Louisville Wrap Up

    Welcome to another episode of TuskTalk with Sean O’Brien (Nedleeds), Evan Nyquist (HymnYou), and Josh Hand (Megadeus). We cover the recent Legacy GP in Louisville, the Banned and Restricted List announcement from January, and farm fresh food concepts.
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  • Tusk Talk Podcast Episode 14: The Tales of Adventure Legacy Circuit

    Welcome to a new episode of Tusk Talk with Evan Nyquist (Hymnyou), who speaks with Michael Caffrey of Tales of Adventure. We focus on the newly released TOA Legacy Circuit, talk some Legacy, and look towards the future of Eternal formats. Michael shares some of his thoughts on the format, their new platform for Legacy standings (eemagic.com), and hit some questions that most players have about the new Legacy circuit. Michael Caffrey has also generously provided our listeners with a promo code for 10% at toamagic.com till the end of this year.
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  • Tusk Talk Podcast Episode 13: The Miracle of Failure

    Welcome to a new episode of Tusk Talk with Evan Nyquist (Hymnyou), Sean O’Brien (nedleeds), and Greg Mitchell (phazonmutant, hotcarl, ponder?). We review Eternal Weekend results and bad beats. We cover our drinking choices and our deck choices. Then we look forward to Chiba and Greg regales us with tales of the Miracle of Science. What will Sean 0-2 drop with in Chiba?
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  • Tusk Talk Podcast Episode 12: The TaxMen and Eternal Weekend 2016

    Welcome to a new episode of Tusk Talk with Evan Nyquist (Hymnyou). Today we speak with two members of the EV grinder squad “The Taxmen,” straight out of the ATL. We interview EC Old School 2016 Champion Daniel ‘Hit&Quit’ Humphreys and Stephen ‘Rosenblade’ Rosenthal (both founding members of the Taxmen). We discuss the Old School 93/94 format, and how much fun we had at Eternal Weekend. We then go in to the StarCityGames and Tales of Adventure updates for Legacy tournament circuit scheduling, and touch on some Legacy at the end.
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  • Tusk Talk Podcast Episode 11: GenCon and Vintage

    This episode of Tusk Talk features Greg Mitchell (Hot Carl, Ponder?, and Phazonmutant), Sean O’Brien (nedleeds), and Tusk Ally Greedy Mike. We cover the Vintage for Byes events at GenCon, and the overall state of Vintage. We also cover the logistics and ins and outs of GenCon. Greg combines the Miracle of Science. We look forward to the Fall sets, and the road to psuedo-Champs in Columbus.
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  • Tusk Talk Podcast Episode 10: Conspiracy 2

    Welcome to another episode of TuskTalk with Sean O’Brien (Nedleeds), Brian Plattenberg (Alphastryk), Zack Wilson (Deeeeeeeeeeeeed) and Evan Nyquist (HymnYou). We review Conspiracy 2 spoilers and their impact on eternal magic. We dive deep into creature types, jobs and vehicles. This was recorded the week of the 15th of August.
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  • Tusk Talk Podcast Episode 9: Enchantress

    Welcome to another episode of TuskTalk with Morgan Cooper (Handlebars), Josh Hand (Megadeus) and Evan Nyquist (Überwucherung). In Episode 9 we give a overview on the mystical Enchantress deck in the Legacy metagame. We also go over a Top 8 that leads into a discussion about Soldier Stompy and a Thing in the Ice deck. We briefly discuss the upcoming GP’s that were recently announced and some BBQ. Handlebars has foil handmade soldier tokens.
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  • Tusk Talk Podcast Episode 8: Mavericks

    In this episode of Tusk Talk Brendan Hagen (Seemsgood), Josh Hand (Megadeus), and Evan Nyquist (Überwucherung) skim the surface of the Legacy deck Maverick in the new metagame. Results from SCG Columbuus Legacy Classic are examined, along with the MTGO Legacy Champs, and the GigaBites Legacy Quarterly tournament for a Mox Ruby. This leads to some talk about the Legacy Dark Depths archetypes that have been showing up, 12-Post, Elves, and a couple other Legacy decks. Finally, the team briefly discuss the impact of Eternal Masters on Modern players.
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  • Tusk Talk Podcast Episode 7: Legacy and Lists

    Tusk members Andrew Polk (Pants), Brian Plattenberg (Alphastryk) and Evan Nyquist (Überwucherung) try to go over some of the buyout madness, which ends up going into the Reserve List. What happens if Wizards of the Coast changes course? We go over some of the new juice from the new set Eldritch Moon. Miracles in Legacy is then discussed, and if it is too strong for the format. With the upcoming Banned & Restricted List announcement, will anything in Legacy move? Also, Slivers: a tribe for the ages.

    This episode is dedicated to Owen Tusk.
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  • Tusk Talk Podcast Episode 6: Eternal Ramblings

    Welcome to Episode 6 where Evan Nyquist (Überwucherung) and Andrew Wright (biglongjohns) ramble about some of the recent changes in the meta, go over some ‘bad decks,’ predictions for Eternal Masters, Eternal Weekend, briefly touch on 93/94, SE Eternal teams, and more.
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  • Tusk Talk Podcast Episode 5: Shops Gets Smoked

    Shawn French (Frenchie), Zack Wilson (DEEEEEEED), and Sean O’Brien (nedleeds) are joined (late) by blue afficienado Greg Mitchell (hotcarl) for the fifth episode of Tusk Talk. In this episode we take a look at the various BBQ styles, the April 4th banned and restricted announcement, and the pile known as Tin Fins.
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  • Tusk Talk Podcast Episode 4: Citizens on Patrol

    Evan Nyquist (Überwucherung), Andrew Wright (biglongjohns), Brendan Hagan (seemsgood) are joined (late) by Sean O’Brien (nedleeds) for the fourth episode of Tusk Talk. This episode we take a look at the Giga-Bites Quarterly Duel for Duals, Elfs, Blood Moon, Elfmill, GP Atlanta and Seattle, the Eternal scene in the Atlanta are,a and touch on some spoilers.
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  • Tusk Talk Podcast Episode 3: SCG St. Louis, Grand Prix Expectations, SCG Open Changes, and More

    Evan Nyquist (Überwucherung), Andrew Wright (biglongjohns), Sean O’Brien (nedleeds) are joined (late) by Miracle aficionado Brian Plattenburg (alphastryk) for the third episode of Tusk Talk. This episode we take a look at the SCG St. Louis results, the announcement that SCG Sunday prize support is being eradicated, hero worship, and the Game of Chaos.
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  • Tusk Talk Podcast Episode 2: Legacy Post-Dig & SCG Atlanta Legacy

    Evan Nyquist (Überwucherung) and Andrew Wright (biglongjohns) are joined by two time SCG Top 8 Choke Artist Josh Hand (megadeus) for the second episode of Tusk Talk. In this episode we take a look at the emerging Legacy metagame post-Dig Through Time, the SCG Atlanta results, and cover Josh’s 9th place failure with Enchantress.
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  • Tusk Talk Podcast Episode 1: Welcome to the Terrordome

    Sean O’Brien (nedleeds), Evan Nyquist (Überwucherung), and Andrew Wright (biglongjohns) present the premier episode of Tusk Talk. Tusk Talk is an Eternal Magic podcast hosted by members of Team Tusk. This episode’s topics include the September 28th Banned & Restricted announcement, Battle For Zendikar, Stone Rain, and other inane topics.
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  • September 2015 Banned & Restricted Update: Major Changes to Vintage & Legacy

    It is new set release time, and with it comes a new Banned & Restricted List Update announcement. The last few announcements have brought few changes, but this month’s will possibly shake up the Eternal formats a bit.
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  • Cantrips in Legacy, Explaining Miracles’ Success, and the Problems with Dig Through Time

    If there’s one aspect of Vintage and Legacy that distinguishes them from other formats, it’s their access to cheap, powerful card selection. In Vintage, while most of the good tutors are restricted, it is still a rare pleasure to play with cards like “Demonic Tutor,” something you cannot do anywhere else except in Commander. In Legacy, we have access to the two most powerful cantrips ever printed, Brainstorm and Ponder, as four-ofs. Because Legacy doesn’t have access to the most powerful tutors ever printed, the defining sources of card selection in Legacy are blue cantrips or cards that perform similar actions like Sensei’s Divining Top. In this article we’ll dig into the function of cantrips in the respective archetypes that use them, and also demonstrate how card selection is more crucial than card advantage in the context of Legacy due to the sheer efficiency of the former over the latter. In addition to theorizing about cantrips, we’ll also examine how the repeatable selection effect of Sensei’s Divining Top is integral in explaining Miracles’ success as a control deck, and then we’ll move on to the issues with Dig Through Time.

    The General Function of Cantrips with Respect to Common Archetypes

    Delver of SecretsIn general, Legacy’s cantrips enable decks to search for a relevant card in a given game state at the cost of a card and one mana. However, the roles cantrips play in certain decks varies according to the archetype using them. For the purposes of this article, I will limit my discussion to three categories of archetypes: 1. Tempo 2. Combo 3. Blue Midrange/ Control. Obviously, these categories can intersect in certain decks, but to keep my analysis clean I will keep them separate.

    1. Tempo: the general game plan of these decks is to play one or two threats and ride them to victory while disrupting the opponent’s game plan. As my friend Ben would always say while having an Insectile Aberration or Tarmogoyf in play, “I’m trying to kill you” after doing something like casting Spell Pierce against a Pernicious Deed. In these decks cantrips function primarily as cards that either find threats, or find the necessary disruption that keeps the opponent’s game plan off balance, or answer your opponent’s attempts to deal with your threats long enough for them to get the job done.

    Show and Tell2. Combo: In combo decks the function of cantrips is generally to find either pieces you need for your combo, or protection to force through a game-breaking spell or sequence of spells. Protection usually comes in the form of counterspells or discard, but they can also include anti-hate cards like Xantid Swarm, Defense Grid, or bounce spells (Chain of Vapor, for example). Also, cantrips tend to be played much more aggressively in combo decks than any other archetype because their game plan hinges so much on finding specific cards to enact their game plan. This is why you’ll see combo players opt to play so-called “bad Brainstorms” without having a fetchland. They aren’t trying to get value so much as find what will kill you, or cards that will make sure you can’t impede their game plan of killing you.

    Jace the Mind Sculptor3. Blue Midrange/ Control: In relation to this archetype, I am mainly referring to the most prominent midrange/ control decks at the moment: Shardless BUG, Stoneblade variants, Grixis Pyromancer, and Miracles. All of these decks play varying amounts of cantrips. At the minimum they play Brainstorm. The most extreme case is Grixis Pyromancer, which one might describe as almost a pile of cantrips since it plays Brainstorm, Ponder, Preordain, and Gitaxian Probe to fuel Young Pyromancer and Dig Through Time primarily. Still, the basic function of cantrips in all of these decks can be boiled down to the following four points: first off, you want to reliably hit land drops, but also be able to ship extra lands to mitigate against potential mana flood. This is a general characteristic of any deck using cantrips, but especially important for blue midrange/ control decks, as they run more lands than most decks and need to hit land drops in the early game to be able to continue to ‘curve out’ as the game goes on. Second, you want to find the right answers to your opponent’s questions. Third, to find sources of card advantage. Finally, to grab win conditions once the board is stabilized, or when you want to shift into a more proactive role against either opposing midrange/ control decks or combo.

    Card Selection vs. Card Advantage

    Now that we’ve talked about the function of cantrips with respect to Legacy’s most common archetypes, I would like to bring up a more general theoretical point: comparing card selection to card advantage. Within the context of Legacy, I would argue that card selection is more critical than card advantage most of the time. To understand this point, let’s analyze what card advantage does for a deck by looking at one of the decks built around this fundamental concept: Shardless BUG. The deck’s center piece is Shardless Agent, cascading into Ancestral Visions. Such a sequence is the best case scenario, but the deck is designed around the cascade mechanic so that your cascades are usually decent to good, even without setup from Brainstorming. Generally, one might describe Shardless BUG as a midrange control deck (I also like the description “pile of value” in an affectionate sense) that seeks to survive into the mid and late game to drown its opponent in card advantage via 2-for-1’s and permanent based card advantage from planeswalkers (including Deathrite Shaman, dat one mana planeswalker).

    However, there is a tradeoff you make in having your deck focus on generating card advantage – time. In other words, your deck is inherently slower while waiting for the card advantage mechanisms to kick in, and thus potentially vulnerable to more aggressive game plans from your opponents. In Legacy this usually means either a tempo Delver variant or a combo deck. In the case of Shardless BUG, the deck is generally soft to combo, at least pre-board. Against Delver decks, the deck tends to perform well, but some draws can make you vulnerable to a quick tempo deck, especially if they have Stifle coupled with a Wasteland. Due to the fast and powerful nature of the format, most decks need to run a good amount of cheap disruption to interact with their opponent, regardless of how fast or slow they are. This is why Shardless BUG runs cards like Abrupt Decay, discard spells (ala Thoughtseize and/or Hymn to Tourach), and Force of Will, despite the latter generating card disadvantage. The exceptions to this rule of running cheap interaction are glass canon combo decks like Belcher and Oops All Spells, who run little to no disruption because most of their slots are dedicated to going off as fast as possible. Thankfully these decks are kept in check to the point of seeing very little play due to the omnipresent Force of Will.

    But, in making a deck that seeks to generate card advantage, we need another way to sift through our deck to draw into what we need in a given game state, preferably cheaper than our ways to generate card advantage. This is where cantrips fill in the gap. In lieu of leaning on card advantage to draw into the right answers, control decks in Legacy are incentivized by the card pool and nature of the format to play some number of cantrips. At minimum you play Brainstorm, because of the sheer efficiency of the card in terms of card selection. The exceptions to this are control decks that are either not blue, or by the card choices of their deck choose not to play even Brainstorm. A notable example of the latter is UBx Tezzerator, which trades the power of cantrips for the ability to shut down other-cantrip laden decks with Chalice of the Void. Otherwise, control decks are almost required to play some number of cantrips to keep up with the format to be able consistently function in a format as fast and powerful as Legacy. The reason for this is because the ways to generate card advantage are typically slow. This means decks cannot rely solely on their means of generating card advantage to draw into what they need for a given game state. This is why card selection tends to be more crucial for a deck to function consistently in a format as fast and powerful as legacy even if the deck’s game plan involves generating card advantage. In other words, paying one to “draw three, put two back” is often better than a three mana Ancestral Recall since the former costs one. Within the context of Legacy the difference between a spell costing one and three is huge considering all the powerful plays that can be made in the early game.

    Explaining Miracles’ Success With Respect to ‘Cantripping’

    Now that we’ve talked about the function of cantrips in terms of Legacy’s most common archetypes and how they are more important than card advantage in a certain sense, I want to talk about a crucial element of what make’s Miracles so successful, despite the fluctuations in the Legacy format in recent years. For reference, here is a pretty stock 4 Ponder list piloted by Sam Roukas to a 10th place finish at SCG Worcester:

    Miracles,

    [Business] (39)
    Force of Will
    Pyroblast
    Counterspell
    Counterbalance
    Sensei's Divining Top
    Brainstorm
    Ponder
    Jace, the Mind Sculptor
    Dig Through Time
    Swords to Plowshares
    Terminus
    Council's Judgment
    Entreat the Angels
    Snapcaster Mage

    [/Business] (0)

    [Mana Sources] (21)
    Karakas
    Flooded Strand
    Polluted Delta
    Arid Mesa
    Tundra
    Volcanic
    Island
    Plains

    [/Mana Sources] (0)
    [Sideboard] (15)
    Engineered Explosives
    Grafdigger's Cage
    Relic of Progenitus
    Monastery Mentor
    Flusterstorm
    Pyroblast
    Red Elemental Blast
    Wear // Tear
    Vendilion Clique[/Sideboard]

    In analyzing Miracles’ success in Legacy, let’s take a closer look at how the type of card selection that is built in to Miracles allows it to function and prosper. All builds run Brainstorm, not only to smooth out draws, but because of its powerful synergy with the Miracle mechanic, and the synergy with being able to manipulate and leverage Counterbalance’s triggered effect. Many lists are now running the full 4 Ponders as well, first heartily promoted by Philipp Schönegger. This further allows the deck to have a consistent first turn play, as well as further cheat on mana sources. However, it would be a crime to not talk about the core card of this deck, Sensei’s Divining Top. Why is Sensei’s Divining Top so instrumental to this deck’s success? The fact of the matter is when you invest one mana to cast it, it literally does nothing at first, incurring a minor tempo loss. You need to invest another mana in it to each turn to extract any real value from it. This is the reason that many tempo-based decks choose not play Top, but the recurring card selection and card quality offered by it allows more manipulation of a deck than any other card in Magic. Combined with fetchlands, the Sensei’s Divining Top player is able to see an astounding number of cards each game, and this is why you’ll see most Miracles players conserving their fetchlands use, in order to maximize selection opportunity. Miracles doesn’t necessarily need the raw card drawing power of something like Ancestral Visions or Standstill, when it can trade one for one more frequently, by being able to more reliably find answers, and then hopefully take over the game via a Terminus, Entreat the Angels, or Jace, the Mind Sculptor. The card advantage will eventually take over if allowed to, but the card selection is the most important thing in even getting the deck’s pilot to that stage.

    It is curious that Legacy’s best control deck would have at its core something that is a distinctive feature of the format, card selection via “cantripping.” I, however, do not think this is actually a coincidence. I think that Sensei’s Divining Top is at the very core of Miracles success as a control deck. Even Philipp Schönegger himself stated in Every Day Eternal’s “Miracle Men” podcast that Miracles is not a Counterbalance deck or a Miracles deck, but a “Sensei’s Divining Top deck” with Counterbalance and Miracle cards. To see where I’m coming from, consider Miracles’ cheapest sources of card advantage: Counterbalance and Terminus. Without Sensei’s Divining Top these cards are unplayable. Sure, many builds of Miracles play Dig Through Time now, but this card is not as essential as Sensei’s Divining Top paired with Counterbalance and Terminus. After considering these cards, if we were to look at other common sources of card advantage, they start to get more expensive. Snapcaster Mage costs at least three mana to extract value from, and Jace, the Mind Sculptor costs four mana. The respective costs of these cards makes them typically late game sources of card advantage. By contrast, since Counterbalance and Terminus cost two and one respectively, they allow Miracles to try and enact its card advantage game plan in the early game if a given player should need to. However, none of this would be possible without Sensei’s Divining Top. This card, along with its synergies with Counterbalance and Miracles, and all the other powerful cards Miracles has access to, allow the deck to reach a balance between power and consistency that is unparalleled compared to most other Legacy decks, only matched by OmniTell at the moment.

    All this talk of cantrips and how they affect Legacy, and I still haven’t really talked about the elephant in the room? Don’t worry, I’m getting to that now.

    The Problems with Dig Through Time

    TreasureCruiseWith the release of Khans of Tarkir last year, we got our hands on two very powerful blue draw spells, Treasure Cruise and Dig Through Time. We already know the story ends for Ancestral Recall 2.0, but we’re still currently going through the story arc of Dig Through Time. Ever since Treasure Cruise was banned in January, Dig Through Time has taken its place as a card that is clearly warping the format around it. In what sense is this happening though? Why is it happening? To answer these questions it is worth revisiting why Treasure Cruise was so utterly broken. Treasure Cruise is Wizard’s latest attempt to make an Ancestral Recall effect that is fairer than the original. The most notable iteration of this prior to Treasure Cruise is Ancestral Visions. This time around, their way of doing this is the Delve mechanic, which ends up making Treasure Cruise infinitely more broken than Ancestral Visions ever was. The reason for this is due to how, in Eternal formats, there are so many cheap spells that are already being cast that is pretty easy to quickly fuel a spell with Delve. You just get rewarded for playing Magic really. In the context of Legacy, this is especially true with pretty much every blue deck running cantrips. So the problem with Treasure Cruise is also a problem with the Delve mechanic itself.

    We already know what happens when you let people play with 4 Ancestral Recalls in Legacy: the meta devolves into turbo tempo decks like UR Delver and Blue Midrange with Treasure Cruise vs. Miracles and Combo, the only decks powerful and consistent enough to keep up with these decks. Nearly everything else was pushed out, if consistent tournament results were any measure. The metagame morphing into this is not too surprising since Treasure Cruise, from a deck design perspective, incentivized people to play either tempo or blue midrange, decks that don’t really care about specific cards, and love having something like a one mana draw three to refill their hands (and subsequently, the graveyard again and again).

    DigThroughTimeNow that we’ve discussed the core issues with Treasure Cruise, the question remains how do these issues relate to Dig Through Time? Since Dig Through Time is another Delve draw spell like Treasure Cruise, the Delve problem is fairly obvious. What distinguishes Dig Through Time from Treasure Cruise is the decks it pushes. Unlike Treasure Cruise, we are not seeing Delver decks at the top the format. With Treasure Cruise no longer overshadowing Dig Through Time, the archetypes that are over-represented are control decks (mainly Miracles, though I think hard Grixis Control with Dig Through Time might be a thing), Blue midrange of a controlling nature (Stoneblade, Grixis Pyromancer, etc.), and combo decks (mainly OmniTell and ANT).

    And so, Dig Through Time is having a similar effect that Treasure Cruise had on the metagame, since it’s a powerful and cheap source of card advantage that can slot into just about any blue deck. The only difference is the archetypes it pushes. Don’t get me wrong, I kind of like a meta mostly consisting of combo and control as those are the archetypes I gravitate towards most personally. However, were it my decision I would still probably opt to ban Dig Through Time since this state of affairs would get boring in the long run. Unfortunately, we can’t dig through time to see if the Impulse on steroids will remain with us past the next few Banned & Restricted List announcements. However, I’m sure many would agree with me when I say the results of GP Lille will give us a very good indicator of whether this card is long for this world or not.

    Thank you for reading, and a special thanks to a few of my friends who read a draft of this article to give me input on it. I hope you all enjoyed it. If you have anything to say on what I discussed in this article or input for future ones, let me know. Also, if you liked what you read, I’d appreciate it if you shared it anywhere and with anyone you can. Lastly, to digest more good discussion on the problems with Dig Through Time, be on the lookout for Everyday Eternal’s next podcast. Cheers.