Krark-Clan Ironworks is dead. Finally. Only actually played against it once but that was enough thank you very much.
Thank you, R&D.
I'm not tooting enough about this but you can just imagine me shrieking for joy about this for the next 24 hours (to 24 days)
"Games with Krark-Clan Ironworks can often involve excessively arcane rules interactions using mana ability timing windows, the understanding of which are necessary for players to agree on the game state. This can create a barrier to entry to Modern for players playing against the deck and to those who would feel obligated to play with it because of its strong win rate."
@wrathofanima "We considered three possible cards from Ironworks to ban: Ancient Stirrings, Mox Opal, and Krark-Clan Ironworks itself. Given that Modern has looked healthy and diverse at many levels of play outside of Ironworks's dominance at the Grand Prix level, we decided to target the card that only affects the Ironworks deck: Krark-Clan Ironworks."
This sounds remarkably astute of them.
@DialMforMara I'm glad they didn't ban Ancient Stirrings. I think people comparing it to Ponder & Preordain are just wrong. Ancient Stirrings has deckbuilding constraints, no matter how trivial, whereas P&P just require you to have blue mana sources.
Banning Ironworks itself shows that WotC really does not want >10 minutes of nondeterministic looping to be the future of modern.
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