Ancient Tomb
Ancient Tomb was legal in the format with players starting at 20 life points, under the assumption that the card would be kept in check by the lower life total and the viability of aggressive decks. While this land does have a drawback against aggressive strategies, those same aggressive decks often utilize the card themselves.
Trading life for resources has always been a dangerous mechanic, and it becomes even more problematic when employed by aggressive decks. Ancient Tomb enables explosive starts by providing permanent extra mana from the turn it enters play - a significant tempo gain, particularly when used to cast and recast commanders. Whether deploying commanders or powerful spells like Damnation, Fiery Confluence, or Thought-Knot Seer, the advantage gained typically outweighs the life loss from Ancient Tomb. When in the opening hand or drawn early, Ancient Tomb creates lopsided games where one player pulls decisively ahead while the opponent struggles to catch up.
Key ban reasons:
- Provides excessive tempo advantage through permanent mana acceleration
- Life loss drawback insufficient to balance the power level
- Creates one-sided games when drawn early or in starting hand
- Facilitates repeated commander casts with minimal real cost
- Reduces strategic diversity by warping gameplay patterns
In order to maintain interesting and fair games, Ancient Tomb must be banned.