As an aside, you can still "trick" a control opponent with Vault; you just have to prepare for it beforehand, and signal it on your untap, rather than their EOT; they still have the same "do I tap out?" problem, since you can tap Vault to grab your turn back if they do, or use it later if they do not.
Now, to reply to Machinus:
Cards have meaning only within the context of the rules. This is easy to forget, because we take so many rules of the game for granted, but if you look at some of the early non-Magic CCGs (there were a ton in 94/95), you can see how important the rules are to understanding a game. It's tougher to see now, because a lot of the basic mechanics that I'm talking about, like drawing and playing cards, are relatively standard across the genre.
If we look at the fundamental rules of the game, by which I mean the amounts of starting and turn-limited resources plus the resource conversion mechanics (eg casting spells, attacking), any changes there alter the game far more than any reasonable shift in card pool. Sure, if you took away creatures, the game would actually be different, but that's an unreasonable and irrelevant change.
I would account for the rules by saying that over time, development has incorporated their characteristics into cards themselves.
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The complete rules of the game have served as guidelines and precedents for development, and in the modern era of card design, it is cards that define the game, not rules. They are designed to be as self-contained as possible, with reminder text and obvious patterns. They are created to be intuitive, cooperative, and require as little as possible knowledge of the rules. Even a huge part of the rulebook is just a list of developed mechanics, which are clearly derived from development.
You have it backwards. The cards have, over time, been priced more and more accurately to give formats the speed and options Wizards feels are best for the game. They can do this because the overarching rules are constant. The rules define the basics of resources and resource conversion. From there, basic card archetypes are not only obvious, but inescapable. Once we have Gray Ogre and Grizzly Bears, the rest is just fine-tuning to maximize cards on the particular Tempo curve Wizards likes--and you can get to that curve from virtually any starting cardpool. Anything too far over or under the curve gets changed or dropped.
But when you get to actual competitive decks, the rules have been rewritten or ignored in order to support powerful strategies.
Not at all true. Those strategies are powerful
because of the rules that underly the game, not in spite of said rules.
Consider that the rules of the game provide no information about what strategies or ideas would create successful decks. There is no way to determine solely from those constraints what magic would be like, much less what ideas to follow when creating or playing decks whose components do not exist.
Oh, there's no question that the cardpool determines which decks will be successful, or, indeed, which are even possible. But no matter what the format, the dominant decks win for the same reasons, and that's where theory comes in.
Theoretically, magic could exist in an infinite number of different ways, and it's only development that breaks that symmetry. It's development that provides abilities and standards to cards, and its the cards that have led to ideas about which ones are superior and why. Magic theory is completely relative to the card pool; development has chosen to preserve the identity and flavor of magic throughout many card pools and therefore we have the illusion of fundamental magic theory.
When the same theories can be applied to Vintage and to Sealed, I just don't see how you can argue that the cardpool defines the underlying principles. Theory arises from the rules of the game, not from the cards.