Though I do think you're missing a couple of pieces, like counterspell+mill, but blue has some pretty good mill options, like Mindskinner and the blue FF adventure land.
Fair enough. Though I think Station is hard to parse in isolation. Warp, tokens that can't block, and benefits from tapping will determine how good it is.
I'm not sure how I feel about the planet lands. They are really strong effects, and they gatekept them behind Station 12, but I feel they might get out of hand pretty fast. Though station does lead to more creature-centric decks, so maybe it'll work out?
Hmmm, if we use a 1B focused kill spell and tack on the B for stifle, that might be properly costed? "Destroy target creature that entered the battlefield this turn. Counter up to one targeted activated or triggered ability."
Though it would be interesting to see how powerful a "destroy target creature. remove all abilities from the stack" would be, and how much it'd need to cost
@bwDraco It's power creep, but it's also part of "feel bad" magic, i think. If you cast a creature, and it gets immediately removed, you're at card parity, but possibly behind in mana parity. If your creature comes in, has some effect, then gets removed for less mana, you've at least come out ahead in value.
I suppose the reason I asked the question in the first place is because, as a combat trick, it's not much superior to a sorcery-speed version of the spell. The instant speed aspect of it always seemed more relevant for end-of-turn use.
Though it depends on if the opponent does that too. If you fire off your sweeper, then they respond by killing your dude, everything dies. Kinda a game of chicken
Ah, stifling the fetch. I suppose besides the last minute nature of the sweep, you might want to have any on-attack triggers, or at least know if you're going to get them or not. And if the opponent tries to kill the creature before combat, well, there's indestructible as well.