Oversoul
The Tentacled One
For a few years now, I've had my very own copy of Timetwister, a card that has a special place in my heart, despite being generally regarded as the worst out of the "Power 9" and not really in the same league as the other eight. I didn't make one of these threads for Timetwister and I probably never will. Like I said, I do own one copy but I haven't had it for all that long. I am not the guy who looks back and fondly remembers winning casual games in the 1990's with a well-placed Timetwister. I'm just not that cool. I wish I were. No, by the time I was introduced to the game, "Power 9" was already a thing and Timetwister was completely out of reach, a thing of myth and legend, not a card I could actually acquire. And so I used its red cousin all the time.
These days a single copy of Wheel of Fortune would set you back by about $80 or $90. Unlike Timetwister, it made it into the Revised core set, so there are far more copies of it in existence, but it is on the Reserved List and it is recognized as a powerful card, so it's expensive. But for a long time, Wheel of Fortune could be acquired for a few dollars: there wasn't really tournament demand for it and the excessive hype regarding the Reserved List hadn't yet spiked card prices. I got my Wheels for next to nothing. They weren't considered valuable back then. I even played with them unsleeved.
I liked Wheel of Fortune because I owned it and because it was obviously powerful. I think just about all players are attracted to powerful cards and really only become soured on them when things go wrong. But Wheel's power, at the time, was unclear to me and I'm not sure how clear it was to anyone, really. Wheel of Fortune was restricted in 1994, but I don't know how much that even mattered at the time, how significant it was. Things were really messed up back then. Copy Artifact and Regrowth were restricted at the same time, despite not being thought of as banworthy by most players. Many tournaments (most?) either banned all expansions sets or banned some of them. Things were hectic. I don't know exactly why Wheel of Fortune was restricted, but in retrospect it turned out to be one of the right moves (unlike, say, Feldon's Cane or Gauntlet of Might).
So yeah, it was restricted. Back then, and really I think for what still constitutes most of the game's history, casual players have fallen into a few broad categories when it comes to these things.
But oddly enough, not with Wheel of Fortune! You'd think so, as I used it all the time and it's such a powerful card. But nope. When I ran Wheel in my casual decks...
-Players in Category 1 didn't care, for obvious reasons.
-Players in Category 2 didn't seem to notice. I got objections to my decks that used Mind Twist, Necropotence, Tolarian Academy, Braingeyser, and Force of Will (that last one was not actually banned anywhere officially, but like I said, this category includes a lot of people who are a little fuzzy on the actual contents of ban lists). But never Wheel of Fortune.
-Players in Category 3 weren't usually playing against me anyway (and if they were, I don't think I used Wheel of Fortune in decks that I piloted against them).
-Players in Category 4 knew what they were getting into.
So yeah, it's a little weird in retrospect because the card is so obviously powerful, but it wasn't unique and I wasn't the only one doing it. I saw other people happily throwing Wheel of Fortune into their casual decks. Even more commonly, this happened with Mana Vault, Sol Ring, Zuran Orb, Feldon's Cane, Maze of Ith, and Underworld Dreams, among others. I think my same breakdown applies in those cases: the players who would be inclined to care about cards being banned were either explicitly playing in formats, were playing with others who had agreed in advance on card legality, or they really only cared about the cards that they thought of as egregious, and Wheel of Fortune's brokenness just wasn't recognized.
These days a single copy of Wheel of Fortune would set you back by about $80 or $90. Unlike Timetwister, it made it into the Revised core set, so there are far more copies of it in existence, but it is on the Reserved List and it is recognized as a powerful card, so it's expensive. But for a long time, Wheel of Fortune could be acquired for a few dollars: there wasn't really tournament demand for it and the excessive hype regarding the Reserved List hadn't yet spiked card prices. I got my Wheels for next to nothing. They weren't considered valuable back then. I even played with them unsleeved.
I liked Wheel of Fortune because I owned it and because it was obviously powerful. I think just about all players are attracted to powerful cards and really only become soured on them when things go wrong. But Wheel's power, at the time, was unclear to me and I'm not sure how clear it was to anyone, really. Wheel of Fortune was restricted in 1994, but I don't know how much that even mattered at the time, how significant it was. Things were really messed up back then. Copy Artifact and Regrowth were restricted at the same time, despite not being thought of as banworthy by most players. Many tournaments (most?) either banned all expansions sets or banned some of them. Things were hectic. I don't know exactly why Wheel of Fortune was restricted, but in retrospect it turned out to be one of the right moves (unlike, say, Feldon's Cane or Gauntlet of Might).
So yeah, it was restricted. Back then, and really I think for what still constitutes most of the game's history, casual players have fallen into a few broad categories when it comes to these things.
- "Anything goes" players. Often younger, or less enfranchised (small collections), or only playing infrequently, or isolated (only playing with a small circle of friends). They tended not to know the contents of Banned/Restricted lists and not to care. If the topic came up, they might try to accommodate others or they might resent being told that they couldn't or shouldn't play with their cards. Some of them didn't know about banned cards, some of them knew but didn't care, and some of them knew, but felt that tournament lists applied explicitly to the tournaments played in accordance to them and that there had to be prior agreement before such constraints were applied.
- "Keep things fair" players. A lot of these tended to have more experience and just didn't want to experience stupid gameplay where matchups were extremely one-sided, so they saw the official proscriptions as a clear, sanctioned signal that could help prevent brokenness. Some of them might have witnessed firsthand the early cheesiness with Power 9 cards in 1993/1994. They tended not to focus on lists comprehensively, but to think of them as a guideline. Some of them were unclear on how many lists there actually were and which cards were actually on them. I have a memory of one player objecting to my use of Necropotence in a casual deck because it "was banned" while his own deck, which he was playing while saying this, contained Regrowth and Sol Ring, which were banned in the same format. Many of these players would adopt house rules when they found that official tournament lists didn't address the cards that were overpowered in their local playgroups.
- "Strict adherence" players who were familiar with the distinctions and contents of official lists and who only played in accordance to a set format, but who were nevertheless playing casual games and usually not actually building decks that were commonly used in tournaments. Some of these players were rogue deckbuilders who participated in tournaments but prided themselves on brewing their own decks that diverged from the established metagame, emphasizing style and creativity, rather than winning. Some of them didn't go for tournaments but religiously eschewed banned cards anyway. While this category could technically include players in any format, in my own personal experience, this type of person almost always played Type 2. Sometimes Extended. Never Type 1 or Type 1.5.
- "Multi-format" players, who either played in tournaments or were sufficiently familiar with them to understand which lists applied to which tournaments and why the cards on the lists were chosen. They tended to have some interest in different game variants and to explore different ways to play, because if they didn't then they were just tournament players and not really playing casually at all. These tended to be very experienced players or people who played with a lot of very experienced players. Pretty much by definition, they had different decks for different occasions.
But oddly enough, not with Wheel of Fortune! You'd think so, as I used it all the time and it's such a powerful card. But nope. When I ran Wheel in my casual decks...
-Players in Category 1 didn't care, for obvious reasons.
-Players in Category 2 didn't seem to notice. I got objections to my decks that used Mind Twist, Necropotence, Tolarian Academy, Braingeyser, and Force of Will (that last one was not actually banned anywhere officially, but like I said, this category includes a lot of people who are a little fuzzy on the actual contents of ban lists). But never Wheel of Fortune.
-Players in Category 3 weren't usually playing against me anyway (and if they were, I don't think I used Wheel of Fortune in decks that I piloted against them).
-Players in Category 4 knew what they were getting into.
So yeah, it's a little weird in retrospect because the card is so obviously powerful, but it wasn't unique and I wasn't the only one doing it. I saw other people happily throwing Wheel of Fortune into their casual decks. Even more commonly, this happened with Mana Vault, Sol Ring, Zuran Orb, Feldon's Cane, Maze of Ith, and Underworld Dreams, among others. I think my same breakdown applies in those cases: the players who would be inclined to care about cards being banned were either explicitly playing in formats, were playing with others who had agreed in advance on card legality, or they really only cared about the cards that they thought of as egregious, and Wheel of Fortune's brokenness just wasn't recognized.