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.
While hundreds of hours are spent rigorously playtesting sets before their release, the complexity of Magic makes it nearly impossible to accurately predict all the ways the new cards interact with older ones. Cards whose art, text, name, or combination thereof that are racially or culturally offensive are banned in all formats. This list is a work in progress. Click here for the list.
Currently, only the Vintage format uses a restricted list. This format lets you dive deeper into Magic 's history, allowing cards from Eighth edition to today. The following cards are restricted, which means you can only have one of them in your main deck and sideboard combined:.
Block play requires a Constructed deck, which must contain a minimum of sixty cards. All cards in your deck must be from a single block of Magic releases. The following cards are banned in Brawl and cannot be included in your deck or used as your commander:. Stars makes each player's life seven and has everyone shuffle their graveyard, field, and hand into their library, then draw seven cards. Stars essentially resets the game with a lower life total, a devastating equalizer when things aren't going your way.
Even with its hefty price, it's just too big an effect. Like Ancestral Recall, this is another of the so-called "Power Nine" spells that you'll find banned in most formats. Time Walk lets you take an extra turn for just two mana; most extra-turns like "Time Warp" and "Temporal Manipulation" require five, making this ridiculously competitive for such an inexpensive fee.
At first glance, Tinker might not seem overpowered, sacrificing an artifact you control to place one from your deck onto the field.
But remember you can forfeit easily-attained thopters or treasure tokens to summon artifact-creatures like "Blightsteel Colossus" and "Darksteel Colossus" who normally require over ten mana , revealing just how devastating this inexpensive sorcery is.
Here's a weird blue spell that usually isn't an issue in 1v1, but grants two people an unfair advantage in multiplayer games. A target opponent draws two cards, then you draw anywhere from your choice. That opponencan this repeat this process as many times as they like. What ends up happening is two players gain enormous hand sizes while everyone else falls behind. And you can even use the draws as a bargaining tool, saying something like "Billy Bob, if you agree not to attack me until we're the only ones left, I'll give you the draws instead of Sarah".
Plenty of legal blue cards bounce multiple non-lands like "Cyclonic Rift" and "River's Rebuke" , but Upheaval returns all permanents to hand, lands included. Bonus points if you have cards suspended in exile which avoid the blast , quickly gaining the advantage when they arrive.
In commander, blue is often considered the strongest color, and artifacts the strongest card type. This powerful land that caters to both, tapping for one blue per artifact you control. With the prominence of relics like "Sol Ring" and "Grim Monolith", you'd likely be ramping even faster than green could, especially when swarming artifact tokens. While Tolarian Academy is banned, you can find a similar and legal green variant: "Gaea's Cradle", which taps for one green per creature you control.
Here's another deceptively-strong card, one that would be a popular commander were she allowed. Well, she's just too powerful and ongoing a removal, forcing all players to sacrifice an artifact, land, or creature during their upkeep. This includes you, but you'll have built around her effect with easily-swarmed or revived spells like "Reassembling Skeleton" , letting you relax while opponents struggle just to maintain a field. In commander, extra draws are especially important since games are longer, and lifeloss isn't so bad since you start with extra health.
In most EDH situations, you'll be more than happy to forfeit life for a new hand, especially at instant speed and attached to an aerial beatstick. You can also avoid Griselbrand's mana needs by gimmicking him into play with cards like "Kaalia of the Vast".
Here's a cheap and reusable graveyard revival. For three mana, you field Nightmare, which lets you sacrifice a creature at any time to place a creature from your graveyard into play. Unlike many revivals, it's nice that you can set this ahead of time, and it forms easy infinites with supports like "Priest of Gix" and "Blood Artist", quickly warranting a ban.
Bargain requires a hefty fee of six mana, but spells like "Dark Ritual" help it arrive early. More than that, it offers a similar effect to Griselbrand, letting you pay one life to draw a card, and you can do this multiple times each turn.
The downside is that you skip your draw phase, but it's forgivable considering you should already have anything you need. Want five more cards? They're yours. Go for it, especially when using black's lifelink tools to supplement your health.
Here's another of the craziest effects you'll see outside the Un cards. Falling Star requires you to physically drop it into play from a foot or higher up, and it must completely flip over at least once to have any effect. Any creature it touches upon landing takes three damage and becomes tapped. Normally, this effect isn't too overpowered, but by banning it, players don't have to worry about punishment for grouping creatures together a common way to save space with tokens.
It also prevents players from physically tearing Star into multiple pieces to increase its range. Sounds silly, but this actually became an issue with "Chaos Orb"—more on that soon. Worldfire is red's version of Sway of the Stars, edging players even closer to death. It sets everyone's life to one while exiling all permanents, cards in hand, and cards in the graveyard.
This puts everyone in a dangerous spot, but it's still a great escape route; better to have everyone on the brink of death than just you. With the right setup like "Oblivion Ring" used on "Barren Glory" , you can also turn it into an insta-win.
Yet again, we see that Wizards of the Coast recognizes the hazards of life-controlling effects in commander.
Biorhythm sets everyone's health to the amount of creatures they control. So, use a field wipe on opponents, and you can force an immediate loss no matter their current life. Heck, even if your own field was also wiped, you can still wriggle out of a loss by forcing a tie. And while eight mana seems like a lot, green's numerous ramps help attain it. Speaking of which..
For a single turn, Channel lets you pay one life whenever you activate a mana ability to add a colorless mana to your pool. Activating a mana ability means doing something that creates mana, like tapping lands or certain creatures and artifacts. Since EDH provides a boosted health reservoir, you've got plenty of life to spare, letting you easily afford high-cost spells or pump those with variable X costs long before opponents are prepared.
Fastbond only needs one mana and lets you play any number of lands during your turn! That means you can have all lands in hand out on your very first move, possible before opponents have done anything!
And with cards that access lands on top of your deck like "Oracle of Mul Daya" , you can rapidly work through your entire library. The only downside is that each land beyond your first costs one life, but again, that's a minuscule penalty in EDH. For similarly-cheap yet legal extra-land enchantments, try green's "Exploration" or "Burgeoning". But more than that, whenever he enters the field or attacks, you can place any two lands from your deck onto the field tapped!
Not only can this repeatedly trigger, it's one of few searches that lets you choose any terrain not just basic lands too powerful a bundle in a format that adores tutors. While he specifically needs two green mana, Rofellos's price shouldn't be a problem since he belongs in mono-green builds.
At the same time we do want combo to be a viable archetype in our format and although the highest highs of the deck are indeed very impressive, we do acknowledge that Academy has its weaknesses.
Especially blue based tempo decks, which are among the most popular archetyps at the moment, are one of the best tools to fight Academy. We will continue to monitor the decks performance closely but for now Tolarian Academy stays unbanned! The second close contender for a ban this time is one of the most powerful enchantments in the format. Oath has always been good at cheating out big creatures for very little investment and sometimes you got that little extra value with cards like Life from the Loam.
You now are able to put something like Fastbond and Crucible onto the battlefield while getting your Emrakul. Or you can draw a fresh hand of 7 cards on top of summoning your big creature. Nevertheless Oath of Druids is not seing a lot of play at the moment, so we decided to keep it off the banned list for now. This card is the most discussed tool for pushing creature heavy decks, especially tribal decks like Elves or Goblins, into more playable territory.
We decided to go with the community vote on this one and leave Skullclamp banned for now! This card is also regularly brought up as a weapon for small creature strategies to go head to head with big creature decks like 4C Blood. Underworld Breach is one of the fastest banned cards in Legacy ever and already making waves in Highlander as well.
While the deck is very fast and consistant, we think that the current situation, with no high stakes tournaments being played, leaves us with more time to evaluate the powerlevel of the combo.
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