Once again, Companions are making history. We already had the first ban on a “normal” card in Vintage in over 20 years. A so rare occurrence that most players [link](https://markrosewater.tumblr.com/post/615969250887254016/hello-mark-was-there-any-concern-that-if-in-the)(didn't even know that was a possibility).Myself included, since in the first draft of this article I've written that there were only bans in Vintage when it was created, and I had to [link](https://mtg.gamepedia.com/Banned_and_restricted_cards/Timeline#1996)( go back to 1996), in which [[Mind Twist]] was banned, to see that I was wrong. After that, we only had bannings of "not so normal" cards like [[Shahrazad]] in 2007 and the Conspiracy-type cards in 2014. Now we will possibly have another unprecedented moment: a change in the mechanic's text that directly affects how it is executed during the game. <blockquote class="twitter-tweet"><p lang="en" dir="ltr">On Monday 6/1 there will be an update to the Banned & Restricted list impacting the Standard and Historic formats that will also address the Companion mechanic.</p>— Magic: The Gathering (@wizards_magic) <a href="https://twitter.com/wizards_magic/status/1265432376542445570?ref_src=twsrc%5Etfw">May 26, 2020</a></blockquote> <script async src="https://platform.twitter.com/widgets.js" charset="utf-8"></script> The only time a similar change happened was when the Madness mechanic was revisited in Shadows over Innistrad (SOI). Previously, a player discarding a card with madness could choose to discard the card into exile rather than the graveyard and then choose to cast the spell immediately for its madness cost, or to let the card continue to the graveyard as usual. Now, the first part of this process is obligatory and a card with madness is always discarded into exile ([link](https://mtg.gamepedia.com/Madness)(click here for reference)). [image](https://mtg.cardsrealm.com/images/cartas/en/tor-torment-fiery-temper-97.jpg) [image](https://mtg.cardsrealm.com/images/cartas/en/soi-shadows-over-innistrad-fiery-temper-156.jpg) The fact that this change was not very significant and happened on an existing mechanics that was revisited makes me consider the case of the Companion as a new one. I haven't found any other moment in MTG's history when something similar happened and I invite you to leave in the comments if you are aware of any. But I would like to point out that, in this analysis, I am not taking into account mechanics that have gotten better or worse because of a change in the rules. I am also not considering mechanics which texts were updated but the process of executing it remains the same (example below). [image](https://mtg.cardsrealm.com/images/cartas/en/jud-judgment-defy-gravity-38.jpg) [image](https://mtg.cardsrealm.com/images/cartas/en/uma-ultimate-masters-defy-gravity-48.jpg) To better analyze the possible changes in the Companion mechanic, I listed the main reasons why it is causing so many problems in the Constructed formats: * A) Consistency:* The cards inside your deck are not 100% accessible. In order to use them, the player has to draw or tutor them through the effect of other spells. On the other hand, Companions are 100% guaranteed to be played, with the mana cost being the only limitation. Always having access to synergies or a possible combo piece brings an exaggerated consistency to the game; * B) Card Advantage:* Playing a Companion means starting the game with access to 8 cards. A player without a Companion already starts the game at a 1-card disadvantage; * C) Evasion:* The Companion is not in your hand, nor on your deck, nor in your graveyard. It is "protected" inside your sideboard. This greatly limits your opponent's ways of interacting with it; * D) Repeatability:* Always having access to a card causes it to be cast much more often than others and certain play-patterns (example: [[Lurrus of the Dream-Den]] followed by [[Mishra's Bauble]]) are executed more frequently. Now let's see some possible changes for the mechanic: * 1) Ban all Companions* Although this is neither a way to fix the mechanic nor a reasonable measure to solve the problem, I saw many comments on the internet asking for this. So, I decided to start here. Not even the worst mechanics in MTG's history have caused all cards that used them to be banned in all Constructed formats. I leave here the lists made by [link](https://www.youtube.com/watch?v=BXe21J7cxeg)(Saffron Olive, from MTGGoldfish,) and [link](https://www.channelfireball.com/all-strategy/articles/the-8-mechanics-that-were-the-biggest-mistakes-in-magic-history/)(Brain DeMars, from Channel Fireball,) for those who want to check it out. In addition, banning 10 rare cards from an expansion that has not been released for 2 months affects the trust buyers have on the product. This would further affect the sales of an expansion that was released in the midst of a global financial crisis. I know that many people do not like to hear arguments that have more to do with money than with the gameplay itself, but that does not stop them from being true and to affect WotC's decisions. * 2) Ban the Companion mechanic* This was the suggestion that I most read through the Whatsapp groups and subreddits related to Modern and Legacy. It is understandable, since the Companions homogenized both formats and we already had 2 Companions banned from Legacy. However, I still don't consider it a reasonable option. Banning the mechanic would leave the vast majority of Companions to be unplayable in competitive MTG. It also breaks the trust between buyers and WotC in a similar way that the one mentioned in the topic above. And this article is about saving the Companions. I cannot say that the only way to save the Companions is to remove “the Companion inside them”, because from then on, they would no longer be Companions. That would be a huge [[Paradoxical Outcome]]. * 3) The player has to choose between a 15-card sideboard or a 1-card sideboard that is the Companion* This eliminates an important aspect of competitive MTG: sideboard strategies. It also aggravates the problem of *repeatability*, since the deck will be the same in every single match. Long story short, this change only hides the problem by making the decks worse, but it doesn't actually solve it. * 4) Once the Companion is revealed, the player can no longer use the rest of the sideboard* For the same reasons mentioned in topic 3, I do not consider this a good solution. Also, in my opinion this change makes the mechanic complicated in a way that might lead to logistics problems during tournaments with a large number of players, such as GPs. * 5) A player who uses a Companion already starts the game in a mulligan for 6* So, the player has already to put 1 card at the bottom of their deck, and this number increases for subsequent mulligans. This solution is interesting because it solves the *card advantage* problem. However, there is still the problem of always having access to the same card. And the Companion remains protected from interaction by the opponent. * 6) A player who reveals a Companion has to exchange a card from their hand for it* So, as soon as the player finishes the mulligans and puts the X cards at the bottom of their deck, they will have to choose a card from their hand to go to the sideboard and put the Companion in their hand. This change solves the *card advantage* and *evasion* problems, and also mitigates the deck's *consistency*, since now the card is no longer “protected” in the sideboard. The issue with *repeatability* remains present, however it is slightly reduced because as the card is no longer shielded from the opponent's interactions, the number of times it will be cast slightly decreases . *Conclusion* The problems of *repeatability* and *consistency* are intrinsic to Companion's mechanic. None of the proposed changes managed to fully address these issues. However, the proposed change in option 6 was able to improve the mechanic in its fairness, reducing these two mentioned problems and also eliminating the *card advantage* and *evasion* ones. If I were to bet on what change we will see next Monday, I would go on that. With that, I end my discussion. I would like to especially thank the Alpha Legacy RJ community, for helping me during the search for mechanics with texts that were altered. I hope you enjoyed it. Please leave your feedback below. I want to know where you agree or disagree with me and what other changes you would propose. And, as always, stay awesome eternal players!!
Be aware that this article has SPOILER. If you are up to date with the lore or don't care about it, go on. After the Elder Dragon, Dragon God and Planeswalker Nicol Bolas lost his spark and was trapped in the meditation realm, the Magic's multiverse changed. First, because he no longer has a great villain. Second, because the last powerful entity of the ancient era no longer exists in this world. It's like taking the Superman out of Magic and now everyone is paired. Of course, we still have many powerful characters and some of them could become the new great villain of the multiverse. So, come with me to meet the candidates. How about starting with the guy we talked about in our last theory. Oko, the planeswalker Fey. Oko, Thief of Crowns who hates kingdoms and everything that has a lot of rules, gave a lot of work to Eldraine's plane and early on he managed to control the cursed Garruk. He has the power to transforming his own body and others, and he transformed King Kenrith on an elk. His mission is to help others (the unfortunate, the ignorant, the weak, the young) to embrace their freedom and reject government rules. He also likes to disturb others by practicing very cruel “tricks”. Ruining a wedding day, stealing the spotlight at the moment of someone's triumph, deceiving a mother into believing that her son has returned from a war, these are all great jokes in Oko's perspectives and with his change of form he can be anyone at any time. The worst of all is that he usually avoids having to deal with the consequences of his actions. Oko is the type of villain who wants to see the multiverse destroy itself just so that no one can control it, no one but him in the case. [image](https://static.cardsrealm.com/images/cartas/crop/celd-eld-collector-boosters-oko-thief-of-crowns-271.jpg?5196) Our second candidate for Magic's great villain is Ashiok, the nightmare planeswalker of unknown gender and origin. Ashiok is one of the darkest and most mysterious characters in the Multiverse. They have no upper face, eyes or nose. There is only black smoke emanating from where the mouth and upper lip ends. This black smoke swirls around their head, coming out of their body. Ashiok is able to achieve the dreams and fears that dwell within others. With this power, they can summon nightmares born of the darkest fears of people and shape them. They become servants of Ashiok, eager to please their master. Ashiok uses these servants to overthrow those who consider themselves untouchable and superior, believing that all beings are afraid and fear is the greatest equalizer of all. Over time, Ashiok's power took a physical toll. The magician's face eroded in smoky shadows. Nightmare threads swirl where a skull may have been. The fact that they are no longer needed is part of his enigma and is a testament to the unnatural power they wield. For a long time Ashiok has spread nightmares for Theros. Not even the Underworld was free of they. And their preferred victim is our knight Elspeth Tirel, who had such disturbing nightmares about Phyrexians that fascinated Ashiok, when they found out about the Phyrexians in Espelth's mind, the excitement was so great that Ashiok left Theros behind and went to witness what this nightmare plane was. In fact, recent facts are leading the story to New Phyrexia. I can't wait for a set revisiting this plane. Seeing Ashiok being more prominent in the story makes me happy, because they haven't had a remarkable lore moment yet. Even Oko already had it in Eldraine. Ashiok is always going through the stories of someone else, when their time comes, what nightmares will they have for us? [image](https://static.cardsrealm.com/images/cartas/crop/ths-theros-ashiok-nightmare-weaver-188.jpg?356) And since we're talking about New Phyrexia, let's talk about the last of the trinity of threats. The trinity of threats to the multiverse is based on the mention of Kruphix, who said that Nicol Bolas was as dangerous as the Eldrazi and Phyrexians. Emrakul is trapped on the moon and should not be leaving anytime soon, Nicol Bolas is without spark and without name, the only force that remains standing in the multiverse is New Phyrexia, led by Elesh Norn. The Grand Cenobite was able to assemble a powerful army and dominate the territories of Sheoldred and Urabrask, which made her the dominant Praetor. The faction, led by Elesh Norn, believes that Phyrexia must adhere to the teachings of the Father of Machines. They intend to indoctrinate everyone about the truth, even if it means tearing them apart member by member and putting the parts back into a creation that is worthy of Phyrexia. They are dogmatic, hierarchical and orthodox in their methods. Norn is divided into her religious fanaticism and her ability to control and manipulate, to convince everyone to follow her and satisfy her desires. Elesh Norn thinks that Phyrexia's perfection must spread across the Multiverse and she is certainly looking for some way to spread Phyrexian infection across the Multiverse. [image](https://static.cardsrealm.com/images/cartas/crop/ima-iconic-masters-elesh-norn-grand-cenobite-18.jpg?5102) Our main candidate is also linked to New Phyrexia. Tezzeret is the one most likely to become the great villain of Magic. His specialty is artifacts: spells that forge, manipulate and give life to artifacts, creating huge constructions from pieces of metal. He is also proficient in mental magic and in the manipulation of magnetism, in addition to mastering Ethereum, one of the metallic magic alloy and considered the most resistant, he aims to achieve perfection between body and mind (This also reminds me of the Phyrexian ideal). After Tibalt told Tezzeret that his former master Nicol Bolas was dead, the craftsman cannot help but laugh, after all, he is free from the clutches of the only one who could prevent him from moving forward. Tezzeret was hunted by Ral Zarek at the behest of Ravnica's guilds, but of course he beat Ral up and asked to be forgotten. Tezzeret wants to disappear and start putting his plans into practice. He is one of the greatest artisans and one of the most intelligent minds in the multiverse. In addition, he has a planar bridge in his chest that allows him to cross an army from one plane to another. Of course, this army would be consumed for blind eternities, unless they were clothed with Lazoteph as the Eternals, OR IF THEY WERE CURSED PHYREXIANS! If Tezzeret's plan is to take the throne of The Father of the Machines, it is good for the Sentinels to prepare for another great war, although we cannot underestimate Elesh Norn and the other praetors. Nicol Bolas is gone, but he still has many powerful villains to be explored and harnessed in the next stories. [image](https://static.cardsrealm.com/images/cartas/crop/m19-core-set-2019-tezzeret-artifice-master-79.jpg?8033)