ZenN wrote: ↑3 years ago
"dies to removal" isn't an argument against banning so much as it's an argument against a card being good. It just so happens that those discussions most frequently happen when discussing whether or not a card is good enough to be banned.
What I was trying to say before is that the growing ubiquity of
Field of the Dead has nothing to do with it being used as a wincon in lands.dek, which you see as being the "major problem". It's a strong wincon for that deck, sure. But that doesn't change that you're heavily undervaluing it as "goodstuff", as you put it.
pokken wrote: ↑3 years ago
I have not seen it to be ubiquitous outside of lands heavy strategies myself, and even if so I stand by my opinion that it's probably something that can be resolved with modest deckbuilding changes in a meta - and possibly some better decision-making at individual tables.
It may also be that it's good enough to warrant a banning discussion, because if you *can't* solve it with modest deckbuilding modifications and some discussion, maybe it's problematic enough to discuss. Ubiquity remains one of the biggest tip-offs that a ban is worth thinking about.
Guardman wrote: ↑3 years ago
I will agree that the power of
Field of the Dead and a reason for its ubiquity in my meta at least is it has an extremely low cost to play (ETB, produces colorless), but an extremely high upside even in decks that aren't "abusing" it (i.e. free chump blockers, sac fodder, attacking).
Whether or not it can be answered is to a certain point irrelevant. It requires specific answers as many common types of removal specifically doesn't hit lands and it can't be countered, which warps deck building in any meta where it is common. And it can be played in such a way that you at least get a zombie out of it or two before it gets removed.
I'm staying out of whether or not I think it should be banned. But I will say, I do think it should be on a watch list.
It's certainly strong, and aside from the issue of whether it needs banning or not (which I don't think it does) there's a ton of decks out there that don't run enough removal, whether it be mass removal or targeted, and any permanent or lands/creatures specifically. It's not like there's not plenty of options out there that haven't even come up yet.
Maelstrom Pulse,
Beast Within,
Generous Gift,
Song of the Dryads,
Imprisoned in the Moon,
Blood Moon,
Alpine Moon,
Blood Sun, there are a bevy of ways to nullify this threat, at least once if not more permanently. And that's no shade towards OP, it's about finding the right answer to fit your deck and sometimes its just hard to find a good fit.
I think the issue with it comes from how low the opportunity cost of running it is. ETB tapped and producing colorless is fairly low, and (for the sort of decks that run it) seven lands with different names is a relatively low bar to hit. After that point you get immediate advantage for doing something you're going to be doing anyway. Its money for jam.
As for whether it ought to be banned or not, I think it really only becomes a super ubiquitous card and an egregious threat in the right environment, and it does rely a lot on surrounding infrastructure. It needs fetches, shocks, checks, tangoes, bicycles, triomes, snows, snow duals, so on and so forth. If you're not running them, Field is a dead card. And if you can't landfall more than once a turn, it's definitely not doing enough for you.
Example - I've been asked a lot why I don't run
Field of the Dead in my
Varina, Lich Queen build, because free zombies. Except they're not free - it's a bad fit on too many axes. The tempo drop from entering tapped is bad for the deck, and it's a colour hungry build, so producing colorless takes it further towards suboptimal. Then add the fact that I can't hit more than one land per turn, don't have and can't afford fetches nor
Crucible of Worlds and you've just got a pretty bad fit. I can hit seven individual lands, but its slow, and the tempo advantage for having board presence early is worth far more to me. A good early start beats a free zombie per turn cycle after turn 8 any day.
Comparatively, my
Nissa, Vastwood Seer // Nissa, Sage Animist build can generate a stupid number of zombies with ease, through the usual channels of extra land drops, recursion, and variance with basics, snow basics, utilities, all that stuff.
I think the point is the ceiling is very high and
can be very consistent, but it requires a lot of surrounding infrastructure to make that happen, and that alone is why it's strong but not banworthy.
In terms of the original matter at hand I think I'd like to know a little more about specific archetypes that are running Field and what builds
@Haman is running, that'll make it a lot easier to find some options that'll work for you.