So something I did in this topic a while back was iconic busted magic the gathering cards, and what they should actually cost. Was thinking I should revisit that.
Ancestral recall:I think this one is heading closer and closer to being a 4 cost effect (undercosted by 3)
They've been printing better and better card draw for blue lately.
So...one thing to consider is that Scry 4, then draw 2 is considered a stronger card than draw 3. That would be
Foresee and
Tamiyo's Epiphany. Both of which are considered better cards than the classic 4 mana sorcery draw 3 (Concentrate).
Second thing to note is that there have been a lot of instant speed scry 2 draw 2 cards with extra upsides printed.
Spellgyre,
behold the multiverse,
glimmer of genius.
Obviously scry 2 draw 2 is worse than scry 4 draw 2, but there's extra bonuses on all these cards, so there's room for a bit more power, and scry 4 draw 2 is considered better than draw 3.
There's also a conditional 4 mana draw 3 at instant speed in
Arcane EpiphanySeems like we are headed in the direction of 4 mana instant draw 3 eventually.
Which would make Ancestral Recall undercosted by 3.
Moxes:So...they seem to have largely decided that 2 mana mana rocks have been a mistake. Even though they printed talismans, and later signets, they've mentioned in articles that these were mistakes, and they've never printed 2 mana untapped mana rocks that make one colour (even though these would be in-demand including in EDH). Even 2 mana rocks that enter untapped they don't allow in standard, and the old classic rampant growth (2 mana search your library for a basic land and put it into play tapped) is consdered too good for standard these days.
That said...at 3 mana, you're allowed to produce usually any colour, you're allowed to enter untapped, and you're also allowed to have additional upsides. All the following are legal in standard right now:
Patchwork BannerHeraldic BannerRelic of LegendsCall this undercosted by...2.5, I guess?
Time Walk:So I think the last time I covered this one, it was just considered overcosted by 3 cause time warp existed, and that was considered fine at the time.
Yeah, so like...since then that seems to have changed. A 7 mana extra turn card got banned in standard. Like...twice.
Nexus of Fate got banned in February 2019, because on resolution it shuffled itself back into the deck, and this created bad play patterns where one player spent half an hour watching another player chain together extra turns. OK, that makes sense.
Alrund's Epiphany got banned in January 2022. But wait, this one exiles itself when it resolves, so no looping possible, how did it get banned? Apparently the Foretell ability on it was a problem, cause opposing decks couldn't counteract it through discard.
And...exiling itself on resolution is definitely something that lowers the power of a time walk, cause there are various ways to get instants and sorceries back from the graveyard.
When was the last time they printed a time walk that didn't get banned that has no special strings attached and didn't exile itself upon resolution?
Umm...I think it's...2006?
Wow, uh, ok, so definitely long before they got two different 7 mana extra turn spells banned.
And there are currently no time walks legal in standard at all (7 mana or otherwise).
I dunno, like...on paper 7 mana time walk wouldn't have either of the issues of either of the banned cards, though. Hand disruption would work on it, and chaining it wouldn't necessarily be a problem (although chaining is always a risk if it hits the graveyard). Maybe if it has to hit the graveyard they would want to be careful and make it 8 mana.
So...that suggests OG time walk is now undercosted by 6 mana.
Black Lotus:so I mean...there's a very reasonable question of "what do you mean by increasing the mana cost of black lotus". Does that mean reducing the mana it produces, like turning it into a Lotus Petal that only makes 1 mana instead of 3? Or does that mean making you pay upfront for the black lotus before you later sac it for mana?
I guess I'm going to assume the second.
but like...what are the standard callbacks to black lotus right now?
There's
Lotus Ring which requires a total of 6 mana to start getting 3 mana payoffs.
There's
Radiant Lotus which also requires a 6 mana entry point.
But I don't think 6 mana can be the right answer either when
Gilded Lotus is straight up legal in standard.
I think I'm going to go off of
Glimpse the Impossible, which is not standard legal, but is 3 mana to make 3 tokens you can sacrifice for mana next turn. It does other stuff too, but it's also not standard legal (printed in the direct to modern set). Regardless, I think Black Lotus would be ok if it costed 3.
Which makes it undercosted by 3.
Black Lotus effect reductionI guess the other question is what about keeping it at 0 mana, but reducing the effect? So basically Lotus Petal? And...I think that's a definitive no.
They have never reprinted Lotus petal in a way that would make it modern legal. They also haven't reprinted Elvish Spirit Guide in a way that makes it modern legal, and that card exiles itself so there's no concerns about graveyard shenanigans. Simian Spirit Guide which also exiles itself is...banned in modern, and heavily used in Legacy, LOL.
Sol Ring:The comparison here is fairly straightforward.
Hedron Archive is legal in standard right now. And is the effect of Sol Ring with a mild upside (the ability to sac it for card draw).
There's a bigger 4 mana tapper in
Thran Dynamo but it has never even been reprinted in a way that would make it legal in modern, so yeah, I think it's safe to say they think that one went a bit too far.
There's a 3 mana mana rock that taps for 2 in
Worn Powerstone and this one they did in fact make modern legal only recently...but not standard legal (at least not in the past 25 years). And with their move away from 2 mana rocks that tap for 1, I doubt they're going to allow a 3 mana rock that taps for 2 into the format. (Worn Powerstone also enters tapped, so a significant downside compared to what Sol Ring does).
I mean...I don't know though, is Hedron Archive actually playable in 20 life 1v1 formats? Doing a bit of googling...apparently yes? I can find it as a 1-of in a modern deck that finished top 4 at an 87 person tournament. Shows up sometimes in tournament Duel Commander lists (which is a 1v1 20 life version of commander).
So yeah, I'd say it's playable. I mean, yeah, obviously Hedron Archive has a mild upside over 4 mana artifacts which only tap for 2, can't be sacced for cards, but like...whatever, close enough. The correct answer might be something like 3.8 mana or something, but it's definitely a lot closer to a flat 4 mana than it is to 3 mana.
Which...makes Sol Ring undercosted by 3.
Sol Ring Effect ReductionIt's worth noting that what Sol Ring does is really turbo-charged by being lower cost too. Like...ramp on turn 1 is so much more effective than ramp on turn 2. Ramp on turn 2 is so much more effective than ramp on turn 3 (which is why they got rid of most forms of turn 2 ramp in standard).
Like...in terms of if you keep Sol Ring at 1 mana, how much mana would it be allowed to produce? Not very much is my conclusion. Like...
Jeweled Amulet is my closest point of comparison, which if you sink 1 mana into it on turn 1 can add an extra mana on turn 2, but not turn 3. And...it's considered playable in some 60 card formats (Duel Commander, premodern).
Springleaf Drum is also a card, but requires tapping a creature.
Both of those produce coloured mana, though. A reworked sol ring would produce colourless.
I do think a 1 mana artifact that taps for 1 with no requirement is still busted (would warrant an immediate ban in legacy. lol, ramping to potentially 6 mana on turn 2. Also storm shenanigans in the format).
Making the new artifact enter tapped is also probably not enough if it can produce 1 every turn. That's a lot like Llanowar Elves, but harder to remove being an artifact. (And they also kept Llanowar Elves out of standard for a long time cause it was considered a pretty big problem there).
But I think a 1 mana artifact that makes something approximating 1/2 mana (maybe you can tap it to add a charge counter, and tap+remove a charge counter to add 1 mana) is probably about right. You might be wondering if that's just worse than Jeweled Amulet, and...no: you need to spend mana to charge Jeweled Amulet for each use, so this card would be worse on the first use due to making colourless mana, but probably better by the second use on turn 4 cause you didn't have to sink a mana into it on turn 3 (unlike jeweled amulet) so it will have gone mana positive. So like...probably better than Jeweled Amulet in slow formats (where you might get to turn 4 or 6) and worse in faster formats. But...even in faster formats, decks in the market for Jeweled Amulet might be in the market for this too just to set up a big turn 2.
But yeah, anyway, I think you would need to cut the effect by 1/4 for this kind of card to stay 1 mana.
Demonic TutorI think this one is relatively straightforward based on
Grim Tutor which was printed in core set 2021, and is basically 3 mana Demonic Tutor with a bit of added life loss.
Demonic Bargain was also standard legal with a mild downside.
At 4 mana you can get the effect with upside.
I mean...these downsides are admittedly not nothing. But also there was a 4 mana tutor (diabolic tutor) that was pretty universally considered trash. I guess this is a case where the right answer is probably somewhere around 3.5
Which makes Demonic Tutor undercosted by 1.5.