I was hoping he'd make it a little more fast and tweak a few things here and there so it wouldn't be such a "disruption made me cry" type of format.
I understand that disruption is an element of magic. But discard is very potent against decks trying to cast that one over the top threat. Are we trying to promote going over the top as a valid strategy? If so, discard needs to be dialed back a bit. Even the "weak" discard spells would be very strong against this type of strategy.
Mind rot could have cost 5 mana in rise of the eldrazi and would have seen play. Therefore, there was no mind rot variant in Rise. Obviously this set is different than that set, so we can experiment, but my gut feeling is that any discard spells would be silver bullets against the "go big" decks and my suggestion would be to start with the power level extremely low and perhaps ratchet it up as testing justifies.
Of course, now that I've finished typing that last paragraph, and I'm rethinking: maybe I
am misjudging the power level of discard. Perhaps it's fair as it currently stands, from a balance perspective. But even if that were that the case (and for the record, I doubt it is), I still think we should cut way back on it. If the point of the cube is to build up to giant type plays, and I draft a deck that looks to do that reasonably well, and my critical turn is coming up, and then I have to discard my hand to a lowly
Mind Rot, that's my definition of not having fun. It's an easier pill to swallow if they had to spend a TON of mana to do that. I guess my point is, the cube says "do this!" But then there are cards that are REALLY good at stopping "this."
Re: Jason:
Dragon's Breath is another good one; the firebreathing is a nice plus. I was just throwing things out there for variety's sake.
Gruesome Discovery was sometimes good in DKA, because if you hit their last two cards, it was good, and if you had morbid, it was good. But that format dumped hands quickly and people played around morbid. In this format I'd guess that you almost always have morbid when you want it. This is fine for many cards, but outside of everything I've already said about discard (it's likely a fun-crusher against many decks), imagine this scenario: On the play, one drop -> Nest Invader -> T3 Gruesome Discovery. It doesn't matter what deck they have, unless their hand was super-awesome, you could potentially cripple them.
Morbid + Eldrazi Spawn is a cool design space in theory, but morbid wasn't really explored a ton in ISD block. The set had very few ways to get an "easy" morbid trigger. Quite intentionally, it was very hard to get a morbid trigger if your opponent didn't want you to have it. Realistically, you'd usually have to expend a card and/or a significant chunk of mana to get the trigger. But the rewards were potentially game-breaking: either two-for-ones or major upgrades in creature quality. Keeping an eye on these cards will be important: it's possible that the G/B "Eldrazi Spawn" deck can win without casting an eldrazi at all, just morbid creatures that get a serious upgrade when "kicked" by a spawn. These creatures don't have embarrassing stats on their own, so unlike the eldrazi themselves, they aren't dead cards if you didn't get the spawns to help speed them out.
My assessment could be flat out wrong, but it's something to look out for when testing.
Also
Stupor is already in the cube. I wasn't suggesting you add it. I was suggesting you cut it.