I'll start by giving kudos to the originator of this topic, Zelyon. I love to see great discussion on TMD and once in awhile, they turn out to be huge decisions that affect the way the game is played in many areas where TMD members are prevalent MTG players. A great, happy thank you for your involvement in TMD and broadening its discussions! TMD loves users like you

On to the card discussion...
I'll start by addressing some past comments made by intelligent members here at TMD, I respect your opinions but I will offer arguments to analyze them further.
Crucible is a 3 mana drop that is only a must-counter when combined with a Strip-effect and is circumvented by basic lands, in addition to being less powerful later in the game.
This is a true statement, but usually the strip effect does not see play until after the crucible resolves. This poses the problem of the counter, giving the control player 2 choices : Counter now and be safe VS don't counter and pray for no strip-effect. The obvious answer in any deck that runs nonbasics and is control is: Counter now and be safe. Thus, Crucible is a 3 mana drop that is a must-counter. I agree that it is circumvented by basic lands (when used for an aggresive feel like LD), but is STILL useful late game due to fetch effects that thin your mana base and give you a broken draw complete with
no land draws!
time to stock up the sacred ground and karmic justice (no seriously, go read the card) Could white become an acceptable sidebord color ? I know that oxidize is probably a better card, but still karmic justice and sacred ground is a real stax-breaker as well as a crucible punisher.
White is acceptable as a side in some decks, obviously pending on their mana base. That is not to say that every other color (negating black) has an answer to
any artifact that is played.
Some examples are:
(W): Disenchant, Seal of cleansing
(R): Rack and Ruin, Shatter, Artifact Mutation*(needs G)
(G): Oxidize, Naturalize, Elf (that sacs to kill arts), Artifact Mutation*
(U): Hurkyls Recall, Energy Flux, Capsize+any other bounce,counterspell
Thus leaving only one colour, black. In competitive black decks, namely sui and sui variants, the mana base is primarily basic swamps; which makes crucible less effect against this kind of deck. Also, this kind of deck usually runs Tormod's Crypt sideboard, and in great numbers, to deal with combo, graveyard effects, etc. Hence, this also negates crucibles ability of recurring graveyard lands making black seemingly stronger against a crucible based deck. Sui based decks also like to run more graveyard hate, seeing as how their hardest matchups (combo and other, bigger aggro) somehow involve usage of the graveyard (negating gobelcher) and are weakened greatly by the use of harsh graveyard hate; namely planar void. We revise our list to:
(B): basic lands*, tormod's crypt, planar void.
Games should never come down to "Who can resolve <card> first" and proceed to win the game.
Unfortunatly, in a format where tier 1/2/3 type decks are prevalent, archetypes played almost consistantly, and very few 'random aggro/jank aggro' type decks, there are going to be mirror matches and that will mean whoever
does in fact resolve the said spell first
should win. For instance, in a welder/mud vs welder/mud matchup, the first person to hit with a welder has a GREAT advantage and should be able to turn this into a win. In a control matchup (keeper, blue based, etc, anything able to run will), whoever resolves will first WILL in fact win. In GAT matchups, whoever gets the early bird (Dryad) should win. In some matchups, many matchups, where decks are very similar, this situation is bound to occur. That's why god *ahem*
cough cough *garfield* invented the sideboard. They make an otherwise even matchup swing to one side, which is fair, based solely on chance and predictability (who sideboards what). This fact is not alike in the situation of crucible of worlds
in certain decks . Resolving a crucible in a mirror matchup where crucible is fit to the deck, it does mean 'resolve crucible, you win'. But alas, so long as there are creative type 1 players, not all decks will be to standard 'netdecks'/tier decks. This allows the basic land users to be at an advantage, and furthermore, puts a somewhat disgruntled old deck back into the metagame. Yes, I do propose sui black to once again be a viable option; as many decks run graveyard interaction, and crucible, and for the reasons mentioned above, black has answers to this. Sui's hardest aggro matchups are simply solved by a nice sideboard hating graveyard and creatures. It's mainboard dedicated to disruption (land and hand), with the same beefy creatures it's always ran. Not to mention, mainboarding this new key card (crucible) for its obvious brokeness, thinning out lands in sui's deck, not to mention adding a great card like night's whisper to the maindeck. Hmm...looks like black is getting powerful once again...
jpmeyer:
the best way to beat it is to run your own, therefore increasing the already high number of decks that could/should be running it
Very very very true. Thank you for this one...the best way to get around it, is-as mentioned earlier-basic lands and using it's brokeness to your advantage. The only problem here is this DOES look very suspicious to
the man, and may make
him take a second look at the card. They decide simply if a card should be banned/restricted if "[said card] is played in all of the top competing decks, and if [said card] wasn't played in a deck, that deck would not be competitive." Therefore, this statement is not true for crucible of worlds, as it does not necessarily make the decks that do not run it non-competitive. I believe that it should, however, be run in all* of the top decks (*some decks obviously do not benefit from the use of crucible and should not run it, namely combo).
There has not been a proven Combo deck that can consistantly win on turn one or two that is based on crucible. In fact, there are no "broken" decks based on crucible. All crucible is used as right now is a support card. Crucible is nothing more than a powerful card, its by no means broken.
I agree with the beginning of the statement, there has not been a proven combo deck that can consistantly win on turn one or two that is based on crucible; for obvious reasons. The main one being that combo decks do not base themselves on running crucible as a win condition, atleast the ones that go off on turn 1/2.
I do not agree with the rest of the statement. There
are broken decks "based" on crucible, in the sense that it is a
staple card in that particular deck. Crucible is not only used as a support card for many reasons, it is usually run in great numbers where it is seen as a staple. Crucible is more than a powerful card, it is by all means broken unless broken defines a card as being restricted (which it should not, by any means). Is StP broken? How about counterspell? FoW? Manadrain maybe? All of these cards are definatly broken, but not restricted; thus broken does not require a card to be restricted, and hence, crucible is broken.
If you do not play Force of Will, Null Rod, or combo in type 1 you pretty much deserve to lose regardless. Force also answers said Trinisphere.
Unfortunatly, this is very misinformative. It is basically saying that if you do not run a blue based control deck or a combo deck in type 1, you deserve to lose. Everyone knows this is not true, as many of the prominant decks in type one do not run all of these cards. It is true that FoW is up there, and is a staple in many decks, but far from it to say one deserves to lose if they choose a different archetype than control.
Furthermore, 'force also answers said trinisphere' is a silly statement, as it can be summarized as "force also answers [insert card name, cannot be land/storm card]".
In summary, crucible is a great addition to the type 1 field of play. I vote that
crucible will greatly affect the current metagame and type one environment . It will revive a somewhat dieing deck, sui, and force players to consider this as a threat when entering a tournament with a controlish type deck (which is prominant in todays meta). This card will also see play in many high end tier one decks in type 1, but will not change the environment to becoming a necessity to run this card. Hence, it is out of the question to restrict it; yet it is powerful.
Note: I intend to start a discussion in the type one forum about sui, as it is now a viable option for tier 1/2/3 tournaments, and should not be passed by without first analysis.