I actually kind of like the nerf. For one, it’s a good hit to those hard ramping decks that dont feel too good to play against. For other, it actually fits the flavour of the card better, IMO, for what that is worhth. But the thing is, earthcraft was not an enabler just for BG ramps, but for 4 color decks aswell.
I know green has a ton of ramp and that paired with other colors it can get very oppressing (BG ramp/whales), but earthcraft is almost the only card left that encourages playes to play decks with more than two colors. Three Whishes was already nerfed to the point where is not worth running other that for how fun it can be. And Ulani is a legendary, so no too consistent, and is not strong enough to carry the weight on his own.
4 color deck were already not viable, and now, with earthcraft gone, they are basically a joke. It’s not even gonna be fun playing them anymore, because of how clunky they’ll feel seeing that you cant make your lands fast enough.
If you want to make lands you’ll have to double neutral and earthcraft one of them, making earthcraft effectively a “make a prairine and draw a card” for 2f. And if you need to +1 or draw even more, you cant advance your lands and have to transform an already existing prairine.
A fair nerf for hard ramp decks that want to get to 8 land by turn 4-5 but, again, but a very big blow to 4 color decks, that will end up having their hand filled with cards they cant play because they cant make enough lands on time.
I just hope next expansion bring support for 4 color decks because since oversky, with all the multicolor creatures added, they are, by far, some of the most fun decks out there. But after this couple nerfs, they are not in a good spot.
Also, afterthought, the devs said:
“Green is meant to have the most powerful land ramp in the game, but we’d like to see more diversity in the ramp cards players choose to include in their decks.”
If you wanna see other ramps cards played, make them good.
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Wild Growth gives you the same value as the power wheel (1faeria -> 1Forest) with the benefit that you get to make more than one forest a turn, but the downside that it’s random (random as in 1/3 times you dont loose) and you have to spend a card. Never worth it.
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Seed of Paradise is similar. You get to choose the color, and after collecting it only costed 1f, but you have to get the card early (ver early) for it to work. And it still is a 1f -> 1F, having to spend a card, and on a limited location and time-frame. And that, considering it survives. I’d say not worth it.
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Seed Sower… same boat. You may get a body, but the forest is still random (and, again, not the “could be fun” random) and you are playing a 6f 4/6 when you could be playing a 6f 7/7 (so you end up paying about 2f in stats for 1F). Yep, not worth it.
If you want more variety on that ramp cards played, make it so that those cards are a bit more viable.
idk, im not a designer, just a player, so i probably speak from a place of ignorace regarding a lot of angles, but maybe it could be made so that ramp (being a feature almost green-exclusive) requires more green to be played. More land requirements, so that is not to strong early game (and thus, not too oppressive) but it gets better mid-late game. You could make eathcraft a 2faeria, 2Forests, 1Wild (or even 2f, 2F, 2W) so that you cant spam it early game, but it becomes available after several turns, and you need to actually commit to land development berfore playing it.
That way, ramp decks would be encouraged to run diferent types of ramp, because a weak early game ramp (like Seed of Paradise, or even Wild Growth) would allow them to play the strong ramp earlier. You can play your good card a bit faster, but you have to run and play bad cards first.