Wulfric
Member
Damn, SaffronOlive (better known as Seth) is going in on WotC right now.
Wizards Can't Ban Away Standard's Problems (But They'll Probably Try)
On the bans:
On power level and IP popularity:
Wizards Can't Ban Away Standard's Problems (But They'll Probably Try)
On the bans:
In theory, bannings are a last resort that can fix a format in which one card or deck is simply too good. We've seen this work in the past. When Affinity absolutely dominated Mirrodin Standard and caused players to quit the game, the solution was to ban the key cards from the deck. When Caw Blade was 75% of the Standard format, the problem could easily be solved by banning Jace, the Mind Sculptor and Stoneforge Mystic. In these cases, bad formats became good because the dominant (and unfun) deck was banned from the format. However, the problem is different this time around.
As we saw with the last round of bannings (which, in hindsight, likely made the format less diverse, as strange as that sounds), bannings aren't some magical elixir that suddenly makes a bad (or at least, lacking in diversity) Standard into a good (or diverse) Standard. The problems with our current Standard are pretty much impossible to ban away. Rather than being "Oops, we made Jace, the Mind Sculptor too strong" or "maybe we shouldn't have printed artifact lands," there isn't one card or deck that is dominating our current Standard format. In fact, the list of cards that could be banned sounds downright silly, prominently featuring not just one but two uncommons in Winding Constrictor and Felidar Guardian, along with things like Scrapheap Scrounger.
On power level and IP popularity:
The issues go further than just reducing the power level and number of answers available in Standard. In the past year or two, Wizards has made it clear that it sees Magic not so much as a game but as a brand that it can use to sell merchandise, art books, and maybe even movies someday. The issue is that the push to being a brand rather than a game has had a hugely negative impact on the game itself. We see story cards and mechanics being pushed to absurd power levels. After all, no one will want to buy an Emrakul, the Promised End bobble head if Emrakul, the Promised End isn't good.
Instead of the primary focus being to make the game as good as possible, the goal is to draw as many new players as possible, or sell as much branded merchandise as possible, or "grow the brand." Now, it's not that any of these goals are bad in and of themselves, and this certainly isn't a "Wizards shouldn't make money" thing. Wizards should make money. Full stop. For better or worse, that is what a corporation is supposed to do. That is how capitalism works. The problem I have is that Wizards' competitive advantage is owning the greatest game on Earth, and when it comes right down to it, the way Wizards makes the most money is by keeping the game as healthy and fun as possible for as long as possible.