As discussed in earlier articles,
Temporal Fissure creates a game state where only one person is actively playing a game of Magic. Having Storm makes the card incredibly difficult to interact with on a meaningful axis.
Temporal Fissure decks establish a hard line in the format, making it so a deck would either have to be able to win before
Temporal Fissure wipes away their board or risk playing the entire late game stalled on one or two lands while
Mulldrifter slowly eats a life total. Since the February 2013 Pauper bans,
Temporal Fissure and
Cloudpost combined have defined the Pauper metagame....
...The case against
Temporal Fissure is not one of numbers but rather one of that horribly arbitrary metric: fun. Personally, I detest playing against
Temporal Fissure. I do not like the feeling of having to vomit my hand onto the board to have a reasonable chance of winning. In these games, my decisions have already been made for me—I just have to win before they do. And if I don't, then I never have a chance to make another decision. I know that the dreaded fun is not a good measure of what should and should not be banned, especially when attendance for the format is up, but at its roots Magic is a game and current
Temporal Fissure is a deck that prevents one person from playing said game.