Will Dark Ritual Ever Be in Standard Again

How Dark Ritual Is Killing Black Today

Dark Ritual

It was a simple common that changed everything. From the game'south beginning, y'all could interrupt something with the option to "Add together 3 black mana to your mana pool." Nighttime Ritual fabricated black a powerhouse, every bit no other card also Black Lotus could provide that much mana so quickly.

Simply for all the accolades, black'due south been typecast since and then. Y'all might non have noticed, simply the best black spells are far blacker than any other color gets its spells. Black's recent flagship spells continue to price a silly amount of black mana, which would be fine except that at that place's no Night Ritual. As a result, black'due south been put in a strange spot where it has slap-up difficulty playing with other colors. My take on information technology is that Nighttime Ritual has fueled too much nostalgia of b b b mana costs, and modern design lazily is repeating that nostalgia to players' detriment.

I realize this is a leftfield complaint initially, but hear me out, and you might agree with me.

Some Statistics You'd Have No Cause to Know

Force of Nature

Color screw and mana spiral went together in Express Edition Blastoff. The original blueprint was a lot more about color wars than what nearly of us are used to. For colour hate, in that location are Wards, Circles of Protection, Blueish and Red Elemental Blasts, Deathgrip and Lifeforce, Gloom, and Karma. For country detest, effort Armageddon, Evil Presence, Sinkhole or Stone Rain or Ice Tempest or Kudzu, and Conversion or Karma or Volcanic Eruption or Flashfires or Tsunami, with Dingus Egg to rub it in your face. Combined, that'south almost ten percentage of the set up.

On the other side of the equation, many iconic cards had color-intensive mana costs. White had Personal Incarnation at 3 w w w (and Farmstead at w w w —no thought why). Blue had Volcanic Eruption. Red didn't become any triple-costed cards until Arabian Nights, where it would receive Mijae Djinn and its counterpart Ydwen Efreet. Green got Gaea's Liege and the 4 g g g g Force of Nature, which required you to pay two good games during budget, or just four Gs. ($4,000 seems like a lot . . . )

Demonic Hordes

Blackness saw iv cards with at least triple costs in Alpha: Darkpact, Demonic Hordes, Lich, and Lord of the Pit. If you idea Strength of Nature's needing two skillful games per upkeep was bad, y'all had to pay the Improve Business Bureau every budget for Demonic Hordes; at to the lowest degree I'thou bold that's why they spelled out the Bs in Alpha. (Demonic Hordes is Meliorate Business Bureau certified for ethical land destruction.)

Four blackness-heavy spells versus two for white and dark-green doesn't sound like much of a deviation on the surface. But information technology'south played out through Magic history. Each colour's number of spells with at least a triple-color commitment:

  • White – 49
  • Blue – 55
  • Blackness – 94
  • Red – 59
  • Green – 68

Or for a smaller focus, the number of spells that toll exactly 3 of the same colored mana, listing all of those spells designed in the Mod era:

Groundbreaker

  • w w w – viii (Devout Lightcaster, Opal Guardian)
  • u u u – 8 (Sanity Grinding)
  • b b b – 24 (Span from Below, Garza's Assassin, Geralf'south Messenger, Kuon, Ogre Dominant, Phylactery Lich, Phyrexian Etchings, and Sadistic Sacrament)
  • r r r – ix (War Elemental and Flamebreak)
  • g g g – 7 (Groundbreaker, Leatherback Baloth, Predator Ooze, and Unyaro Bees)

Roughly, blackness gets as many colour-intensive early spells as the other colors combined. These days, green's fatties tend to demand a lot of g ; Standard has thirteen triple-green spells, second to black's 15, and alee of red and white's viii each and blue'due south five. But even against that properties, development has pushed black into deeper, swampy waters, every bit Griselbrand and Phyrexian Obliterator need quadruple blackness; simply Geosurge is asking equally much from another color.

And then Why Is Black Special?

Avacyn, Angel of Hope

From my vantage indicate, there are a few reasons black is more saturated than other colors. One is that the dissimilarity betwixt light and dark and/or good and evil is one of the easiest to brandish, and information technology's therefore relatively uncomplicated to identify a card in a pure good or pure evil setting—see, for instance, True Conviction, Victory'due south Herald, Angel of Jubilation, and Avacyn, Angel of Hope. Angel of Jubilation's particularly instructive for its pumping nonblack creatures.

Basically, what white cards are mega-white are the holy counterparts to mega-blackness—Griselbrand has Avacyn, while Phage the Untouchable has Akroma, Angel of Wrath. Devout Lightcaster is w w w because many evil things are b b b . Those relationships are more than obviously antagonistic than, for example, the nature-versus-nurture fight that pits green against blueish.

But if ease-of-flavor portrayal is development'south trouble, neither development nor artistic is working properly. Yes, 4 b b b b shows that Griselbrand is a paragon of what black stands for. But is Dungrove Elderberry, who's merely live from Forests, somehow less green at 2 g than Predator Ooze at g g g ?

Geralf's Messenger

Afterwards enough of these irregularities, it's tough to fence anything'southward consistent as developers push cards for tournament playability past making them easier to cast. Yet somehow, this push eludes black. Phyrexian Obliterator never met its hype, but I've never relished facing it either, and Geralf's Messenger has done quite well for itself. Other colors don't encounter creatures with power levels pushed by a heavy color delivery.

Is that a blessing or a expletive for black? I'd phone call it a curse, largely because mono-colored or nearly mono-colored decks rarely have plenty angles of set on to brand up for their consistency. The Scars of Mirrodin block has given everyone enough artifacts and Phyrexian mana to recoup somewhat, but when those aren't there, blackness's all-time cards are unplayable outside a mono-blackness deck.

Black'southward already disadvantaged in modernistic Magic. It can't go rid of artifacts, enchantments, or planeswalkers efficiently unless they're in the opponent'due south manus, and information technology currently isn't neat at getting rid of lands. Are those great tradeoffs for getting to play a few awesome spells on fourth dimension? So far: No.

Garruk, Primal Hunter

All of this would make more sense if black could ramp. Light-green's spells such as Primalcrux, Genesis Wave, Garruk, Cardinal Hunter, and Vorapede piece of work because its primary mana accelerators also brand greenish mana. But black generally doesn't ramp anymore. Dark Ritual influenced a lot of cool cards that now provide nostalgia simply are difficult to cast without Dark Ritual. The legs were pulled out from nether blackness'due south table without ownership a new tabular array.

None of this is to say Dark Ritual should exist reprinted—far from it. Dark Ritual has enabled as well much degeneracy over the years. Simply a long-gone card created and then much of black's identity—and just as chiefly created a demographic that loves those cards—that in a lot of contempo sets, black's best cards have underperformed at the highest levels due to tough mana costs. There's no inherent reason that black spells should be more difficult to cast than other colors' spells; a better balance would enable more constructive splashes to shore upwards deficiencies—that is: what the other colors practise more hands.

Is M13 Helping?

Vampire Nocturnus

Thankfully, Magic 2013 could start a tendency away from hard-to-play all-stars in black. It might be moot for a while given the gold-heavy Return to Ravnica, only there are some subtle differences in Magic 2013 black that could exist the hint of a sea change. (Not to be confused with the hint of a Sea's Claim.)

The only triple-blackness costs in Magic 2013 are on reprints Phylactery Lich (a good example of the Dark Ritual nostalgia issue) and Vampire Nocturnus. Thankfully, the cards encouraging you to play black this ready are more than similar Nocturnus than Lich. For starters, Nocturnus is good at virtually every stage of the game, putting it more in line with Massacre Wurm than Geralf'due south Messenger. For enders, Vampire Nocturnus encourages blackness cards more than black mana.

The Swamps-affair theme of Magic 2013 continues in this vein (joining Vein Drinker, perhaps). Yeah, you'll withal be playing mostly black, but the ability to splash another color is vital. U/B Zombies in Standard hasn't e'er played bluish Zombies; it's just used blue for Phantasmal Image, Mana Leak, and similar support. Similarly, B/R Zombies isn't running red Zombies because at that place aren't whatsoever; the color is but to give support to all the awesome black cards.

Liliana of the Dark Realms

Liliana of the Nighttime Realms seems evil enough to toll 1 b b b , but they costed her 2 b b instead and incentivized the playing of Swamps. Her +one tin can keep finding Swamps for a while, even with some other color in your deck; you'll get the maximum benefit out of being all Swamps, only none of her abilities are terrible in ii-colored decks.

Similarly, the reprinted Mutilate is devastating when it'south counting all your lands, but it will still be an effective board wipe in a deck in which most of your lands are Swamps. Nefarox, Overlord of Grixis couldn't cost 3 b b b and have that name fit on the card, merely he seems like a prime candidate to accept been 3 b b b but to make him seem cooler and/or more evil. (And also a ghost.)

On the flipside, there are several interesting triple-costers in Magic 2013 for other colors. Omniscience is equally blue an outcome and flavour as it comes, while Worldfire'south the same for red. Elderscale Wurm is a mixture of reddish and white abilities, then it doesn't experience entirely greenish, but the execution feels dark-green plenty to be all right with g g g . Black (lots of evil!), white (lots of anti-evil!), and green (lots of nature!) take been comparatively easy to pattern for, simply very bluish and very red spells are tougher to come by, and so Omniscience and Worldfire are conceptually encouraging.

Conclusion

I understand the love for Dark Ritual and evil-feeling cards. It's a major function of Magic history. Just if the carte's only legacy in 2012 is to create cool cards that are difficult to play relative to other colors, that legacy actively is hurting black. Nostalgia'south great, only non at the expense of playability.

Black's colour commitments should be about the same as other colors' commitments. Magic isn't conceptualized as a game of good versus evil; the colour pie catalyzes several philosophies that are central to game functions. Designers and developers recognize this for four colors. It'southward time to forget about Dark Ritual and include blackness in modern costing.

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Source: https://www.coolstuffinc.com/a/brandonisleib-071012-how-dark-ritual-is-killing-black-today

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