Whatever you say, Mr. UWR pants.
Like he said, very niche. And not the good Niche, we're talking the "jank on the level of mono-white Belcher" niche.
I just hope that I'm right in thinking they've scaled back Bestow a lot - they've only showed Bestow spell of each rarity. And if they were going to have cycles, they usually show the entire cycle.
I don't really get this type of comment, if a player is using a better strategy than you, why is he playing worse?
Why is using the best strategy playing bad?
Isn't this the same as discarding some cards just to trigger threshold or being "reckless" to trigger fateful hour or hellbent?
Where those bad mechanics?(just asking here).
There's a difference between using a better strategy, and being rewarded for bad play. You should get a reward for a headshot (clicking a small, specific point which is moving). You shouldn't get a reward for simply hitting your head against the keyboard (metaphorically. If you literally hit your head with the keyboard, you should probably get some sort of reward. But more like the Special Olympics reward
)
Threshold isn't really a bad mechanic at all - in fact it is very good - you will eventually get 7 cards in your graveyard through the normal course of the game. It provides a means for early game creatures to stay relevant late game (WHERE THOSE BEARS). Cards which discarded for the sake of doing so didn't really exist (beyond Careful Study, which honestly is undercosted) and most of the discard effects were very powerful. Aquamoeba and Wild Mongrel were very powerful and served as discard outlets. There are also opportunities and chances to outplay your opponent, by holding back graveyard removal, or even something as simple as a Desperate Ravings and feint another spell.
Its probably, in truth, one of my favorite mechanics.
The only real downside to Threshold was that it required a lot of counting, and the complexity of Odyssey block was INCREDIBLY high, tracking Madness, Flashback, and Threshold was really taxing (Wizards even tried to simply this by adding a gravestone to the left of card names, to show they were relevant in the GY). But that was more an issue with Odyssey block than it was with Threshold itself.
Fateful Hour is a mechanic which makes for good stories, if you are the one winning. The problem with that, is that those stories can often be miserable for the person on the other end, who feels they played 100% right and were still punished.
Its extremely similar to Miracle (another mechanic I hate in Limited) in that a person can play 100% correctly, and then get punished by a single random topdeck.
Yes, there were moments you could play into triggering your Fateful Hours (making it a better mechanic than Miracle), but by the end of the Limited format people knew to play around that, and to not attack to below 6 unless you can put them at 0. The risky plays you talk about were fine, but overall I am neutral, maybe somewhat negative, on the mechanic.
I don't really see what's the issue with Hellbent. Aggressive decks generally end up without cards in their hands anyway. Turns out, Rakdos is the aggressive color combo. There really wasn't a downside to the mechanic, beyond you having more limited options. I also don't really remember a sweeper in Ravnica block to punish you for going Hellbent, but its been a while. I think the issue is that Wizards was a little conservative with creatures still in Ravnica, and Hellbent creatures didn't really give enough of a boost considering the fact you had to actually GO hellbent to get the bonus, which is a very heavy drawback in Constructed.
I also remember RUG being the best color combo, and that you always drafted Karoo lands in the format. So there WAS that. The format ended up being really slow.