Whites removal spells are also bad when paired with modern design philosophy's around card advantage and resource acquisition.
These rings and pacifism type spells feel frustrating when you are incentivizing incremental advantage through snap caster jace eternal witness etc and trying to pump grabeyard strategies, so the solution seems less to fix the functioning pyromamcers to work with the awkward removal.
If awkward removal had more to recommend it I would say go for it but right now I think we can find a better solution. I like journey and fetters etc but I don't think it's worth running doubles of these cards but I dunno.
It is really nice to exile or tap stuff though. Fuck so much of my shit was tapped last cube gw needs to learn to be less clunky. I had tonnes of value and I still couldn't make up for it's dumb draws
I guess I never thought of
eternal witness/
snapcaster mage being awkward with
journey to nowhere. Maybe that's why my control decks keep ending up UR instead of UW?
I do have double journey, and have for a while. Double fetters seems clunky.
To everyone else listening here, this is my issue:
One of these cards is not like the other, and adding
Swords to Plowshares/
Path to Exile seems like killing a fly with a grenade. There's
Condemn, but it's purely defensive, and there's
Righteous Blow, but it's....horrible.
Harm's Way only kind of counts.
At 2, we have:
Again, same issue, and here there's no swords to plowshares to fall back on: You've got
Pacifism,
Gideon's Reproach,
Humble (Kinda),
Last Breath (Ugh),
Reprisal (Yeah lets just not hit anything with CMC 5 or less) and
Swift Reckoning, which still has to be used defensively.
At 3, we've actually got an alternative in
Council's Judgment (In all it's poorly worded glory), but it's also double white, so I'm not sure I want to double up on it.