Oversoul
The Tentacled One
Now that you mention it, although I didn't specifically cover the card, I've probably underrated Doomfall. Both effects are potent things along the lines of what I'm used to for one or two mana, and moving them up to a three-drop is, from a competitive standpoint, a big jump. So I wasn't enthused about the card for that reason. But having the option to do either is perhaps worth the price.With the upfront caveat that I am intentionally being provocative with my Dimir stance - Hour of Glory is not the worst offender for my contradictions of what I run in my physical Approach deck. Doomfall is one of my favorite cards in ages, and another major point for the set in my view. It is discard that graveyard focus, and even a lot of dedicated anti-discard, can't play around. More than that, it is an awesome complement to Fumigate and similar sweepers. Miss their one undying or indestructible hexproof monstrosity with a sweep? Not to worry...
Sounds fun!For the MtG Arena beta, I have gotten to Gold 2 so far almost exclusively playing a zero nonland permanents Jeskai Approach deck. The current version is only running a playset of Countervailing Winds, but I have Hornswaggled and Essence Scattered plenty of Scarab Gods while Negating a Cancel cast in response. I have no trouble baiting out control decks and engaging in stack wrestling bursts of casting after a dozen rounds of draw-go.
As someone who's been a fan of "win the game" cards ever since my friend picked up copies of Celestial Convergence and we were trying to sabotage each other in the race to the finish line it entailed, I never really grasped the complaints surrounding that mechanic. I mean, I guess it's just some visceral notion that winning the game should be about things happening in the game because of what the cards do and not a direct effect of a single card that just spells it out, but I never really felt that way. I've encountered it, though. What's great about Magic, at least in theory, is that all of these different and competing modes of playing the game can coexist. Don't like countermagic? Don't play it. Play stuff that's good against it. Don't like the "random card in a graveyard" stuff? Yeah, I hate that one too, so I don't play with it. Hexproof got you down? Good news: Damnation doesn't target.This comes back to me, and from the Arena forum feedback many others, looking for a Magic 2.0 that exists as though permission and hand shredding were not concepts that made the cut in the game design process. What I reallly want is to play Approach in that game. Having said that, a huge swath of opponents express contempt for Approach even as a card concept, both in person and in Magic Online. They just find "I win" as a sorcery "stupid," and "something that should never have been printed."
I'd even go as far as to say that particularly polarizing mechanics are doubly valuable because they have appeal to the players who like them and they give a villain to the players who don't like them. Winning can be fun in general, but it's more fun to beat something that you despise.
Thoughtseize and the other one-drop surgical discard spells (thinking mostly of Duress and Cabal Therapy although there are others that can be strong under the right circumstances) are control elements that fill two different roles. I mean, yeah, it's one card and someone can like or dislike the overall effect on its own merits, but I draw the distinction anyway. In a primarily controlling deck, Thoughtseize is used to strip options from the opponent. Take cards away. Slow the opponent down. It used to be a real conundrum in black-heavy control decks with three mana open (perhaps from Dark Ritual) to use Hymn to Tourach first and then to follow up with Thoughtseize or to use Thoughtseize first and then go for Hymn to Tourach. In control decks, Thoughtseize occupies a slot as part of a campaign to constrain and confine the opponent. However, in a combo deck, Thoughtseize is used as a form of protection, as an anti-hate card. Duress in particular has been an especially valuable card to me in that context. "Let's see your hand. Force of Will, huh? Well now, that would be awfully inconvenient for me. Discard it. Now then, with that out of the way, I cast Exhume..."I would like to think that is in part a holdover from the frustrations about control elements, though in many cases I think it would remain even if those Dimir elements did not. I always sympathize, because given my thoughts on Thoughtseize, I have plenty of empathy to draw on.
I'd caution that it's easy for players (myself included, of course) to think that gameplay might be better without something that is there or with something that isn't there, and it's not always obvious whether that is true. Sometimes we have more fun doing the thing that we didn't, at first, think looked like fun. Sometimes we don't hae fun doing the thing we thought would be fun. There have been formats in which countermagic and/or discard, while perhaps technically possible, were heavily relegated. I'd say results are a mixed bag.Hour of Glory, Doomfall, Countervailing Winds, Lay Bare the Heart, and Mana Tithe are all great cards, as great at least as Approach of the Second Sun. My personal aesthetics are such that I wish a game or format existed like Magic in which those cards did not factor in, and I can tell you that a "No counters or Discard" queue, in Magic Online or Arena or even a local store table for FNM is always going to be a clamored for option.