@Ramora - Buddy I’m not sure how much different you really think rush and mid range is in Yellow currently. The decks I’ve been observing have almost an identical core with maybe 2-5 slots different depending on the player. If these top tier rush decks are supposedly a mile of difference as you put it than I’ve must of never seen one. I find your argument against Khalim rather weak considering it’s one of Yellows best turn 2 openings regardless of the deck type. He’s just that versatile, and a single 5F creature isn’t gonna hurt your curve to any significant degree. As for Charger, he’s just one of those cards that preforms better than his cost on average and at 3F he fits the power curve. Mid tier, event, rush, call it what you want but every yellow deck I’ve come across runs enough cheap events to make him useful. Even if you don’t I find people go out of their way to kill him since they don’t want to risk him trading for a more expensive creature. Makes him worth it all day(in my deck at least).
As for what the pros think, they’re human as anyone and can, will, and do overlook or undervalue things. Confirmation bias gets the best of us all. That’s why I think it’s important to reason things out and understand why they’re good instead of just blindly following the builds of the top players without understanding the how or why of what they take. The point wasn’t to argue the strength of the cards only to point out that I wasn’t currently using the cards that seem to form the core of so many yellow decks regardless of type. For what it’s worth I’m using em now, oddly enough I didn’t miss em much in anything but mirror matches. Not having em against other Yellow decks was becoming a pain.
@Xaxazak HellQuake Is an interesting idea, it’s a one time thing and the kickback hurts. My only issue with it is currently IMO Reds best feature is our AoE. The counter play to this card is to have a bunch of cheap baby sitter creatures like Toads or Pipers sit on your colored land. This is kinda playing right into Reds primary strength of AoE. It’d be hard for me to judge it purely off theory. It might actually be fine as the cost in Faeria would be quite high on average requiring you to give up your own tempo to play it. The face damage balances it out a bit vs rush and burn so that’s nice.
I was thinking something along of lines of a cheap taunt monster that could destroy the tile he dies upon or maybe new unique pollution mechanic that could temporarily disable lands, or possibly even a spell or ability that could increase the land cost on cards.
Underworld Sapper(2F, 1M, Creature) - 0/4. Taunt, Dash 2, Deathwish - When this creature dies the tile it occupied is destroyed.
Good potential early harvester, can also run up and be a nuisance. Perhaps dash 2 is too strong and should be toned down to dash 1. In any event he could be a liability against monster movement, haste, or burn so I feel like it shouldn’t be too abusive.
Black Smog Automaton(5F, 2M, Creature) - 4/6. Production - Enemy adjacent lands are disabled for 1 turn and do not count towards your opponents land count and cannot be summoned upon.
Basic little line minion that could really put someone on the back foot if they bunched all of their colored land in one spot or serve to cut off reinforcements from being dropped on top of you. Might be too strong in multiples, maybe should be turned into a legendary to limit it.
Industrious Industry(2F, 4M, Structure) - 0/3. As long as this structure remains on the field your opponents cards all require 1 additional colored land to play. This effect stacks.
Not sure on how well something like this might work, it’s strength would be entirely dependent on what other type of cards could interact with it. Still thought it might be an interesting concept to mull over.