Huh, so Goblins are back? I don't really understand how that happened (or rather, what changed) but ok, that's good to hear.
Also 20 playable archetypes, hmm...
Delver
Dredge
Combo Humans
Belcher
High Tide
Elves
Burn
Nausea
Death and Taxes
Goblins
Reanimator
Jund
Affinity
Show and Tell
Merfolk
Maverick
That's 16. It's definitely more than I remembered at first (this all is coming from memory so that's a thing). I can probably question how competitive some of those decks are (mainly burn, Jund and probably even Affinity and Dredge) but still, they are defined archetypes.
Anyway, back to the topic. The biggest problem with rush Elad is that it lacks decision making. On turns 1 and 2 I'm mostly used to having to think what to play (less in standard because there usually is a 1-drop that's slightly better than the others) instead of going "I hope I have this card on this turn" every game.
The more I think about it, the less it seems like a balance problem though. The metagame seems so midrange oriented and midrange generally does pretty well against aggro.
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