Sundial: Why I don't think it's overpowered
Can be destroyed
Lasts 2 turns
Here's why I think Sun Dials are overpowered (and why I love them when farming false gods).
Actions for a 32 card minimalist deck with 2 Hourglasses, 6 Dials, and very lucky draws and quanta generation (automatically get 1 draw per turn):
- Turn 1: Protected, 1x Draw, Dial 1 played, 24 cards left
- Turn 2: Protected, 2x Draw, Hourglass 1 played, 22 cards left
- Turn 3: Protected, 2x Draw, Dial 2 played, 20 cards left
- Turn 4: Protected, 3x Draw, Hourglass 2 played, 17 cards left
- Turn 5: Protected, 3x Draw, Dial 3 played, 14 cards left
- Turn 6: Protected, 4x Draw, 10 cards left
- Turn 7: Protected, 3x Draw, Dial 4 played, 7 cards left
- Turn 8: Protected, 4x Draw, Eternity played, 3 cards left
- Turn 9: Protected, 3x Draw, Eternity ability, Dial 5 played, 1 card left
- Turn 10: Protected, 4x Draw potential, 1x actual Draw, Eternity ability, 1 card left
- Turn 11: Protected, 3x Draw potential, 1x actual Draw, Eternity ability, Dial 6 played, 1 card left
- Turn 12: Protected, 4x Draw potential, 1x actual Draw, Eternity ability, 1 card left
- Turn 13 and beyond: Bone Wall protection or Phase Shields, 3x Draw potential, 1x actual Draw, Eternity ability, 1 card left
You could still have a 43 card deck and draw through the entire deck with only two Hourglasses and six Dials in 12 turns. I'm adding some practicality here in having only two Hourglasses and putting the second one down on turn 4 instead of turn 3.
Game was either won by this time or locked in with a Bone Wall, Graveyards, Feral Bonds, and lots of creatures out. And this deck with the Dials was protected the entire time from any creature attacks. Only player targeted damage could get through, and Bone Wall protecting against weapons.
Even though I love using Dials, I'm sorry, but Dials are just overpowered. And if you didn't draw well to get the ones you need, you add some more drawing power with Hourglasses and you're set. Sealed win unless your opponent is wiping all of your creatures and permanents. It doesn't matter if the Dials get wiped once in a while, as there are six, and you can always protect them when you truly need them end-game of a match with Protect Artifact spells.
All you did was quote me without questioning any of my points heck quoting my previous post was completely redundant for your post. Also I guess what you wrote works if you are playing an AI with down syndrome cause going by what you wrote the other person did literally nothing the entire game.
Sundials have many easy counters compared to a lot of other threats such poison, quicksand/earthquake, fire storm/rain of fire. Breaking sundial only requires some form of destroy permanent which is fairly easy to come by or just steal the sundial and take the drawing ability with it. This can be expected when pvp becomes availible just because people are more creative than an AI.
But even AIs already destroy sundials especially the Top50s and some FGs.
Furthermore sundials stop the game for both players. Going on the delay aspect alone phase shields and bone walls could technically be called more "overpowered" if they are considered overpower to begin with.