The One Ring

When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
{T}: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
has established itself as a multi-format all-star already. From Legacy
Mystic Forge

You may cast artifact spells and colorless spells from the top of your library.
{T}, Pay 1 life: Exile the top card of your library.
combo to Modern Four-Color Control and beyond, the card is certainly making its presence felt. However, some would argue the card is simply doing too much, especially in Modern. With Pro Tour Lord of the Rings set to get underway later in July, it will be interesting to see how much The One Ring dominates. It is certainly a possibility that The One Ring ends up on the Modern banlist, and it appears that a lot of MTG players are hoping for this outcome. Is The One Ring really that harsh to play against?
The Colorless Problem
Perhaps the biggest issue with The One Ring is that it is a colorless source of card advantage. The card is becoming extremely homogenous not just in Historic, but also Modern. It makes sense that the card would show up in Midrange decks designed to tap out for big haymakers, but the card is much stronger than just a typical piece of top end. The card is absolutely excellent in any deck that ramps in any capacity, because having access to more mana makes utilizing the card advantage much easier. In decks like
Grinding Station

Whenever an artifact enters, you may untap this artifact.
combo, The One Ring helps dig for combo pieces, while simultaneously helping keep you alive with the “Protection from everything” clause.
This level of homogeneity is potentially a big problem. Lots of cards that have been banned in the past have been banned because the decks that utilized them put a stranglehold on other decks in the format. Cards like
Wilderness Reclamation


0: Draw three cards, then put two cards from your hand on top of your library in any order.
−1: Return target creature to its owner's hand.
−12: Exile all cards from target player's library, then that player shuffles their hand into their library.
or even
Teferi, Hero of Dominaria

−3: Put target nonland permanent into its owner's library third from the top.
−8: You get an emblem with "Whenever you draw a card, exile target permanent an opponent controls."
. That leads to another problem with the card.
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Life Loss Not Enough
Typically, decks like Azorius Control have had one goal in mind: staying alive until you can stabilize and take over the game in a relatively slow fashion. In this sense, the deck typically uses its life total as a resource but can’t afford to take a bunch of excess damage. The whole point of The One Ring is that the life loss is supposed to add up enough to make it difficult to use the card. Unfortunately, allowing you to gain Protection from everything for a turn almost does the opposite.
This allows many decks to simply tap out for the card knowing that as long as it doesn’t get countered, they’re safe until their next turn. Then, the player can tap The One Ring to draw a card immediately, all before losing any life. They will then lose one life on their upkeep, draw two more cards, and so far they have only lost one life and already drawn three cards and, at minimum, “Fogged” for a turn.
This is where the
Time Walk



+1: Until your next turn, you may cast sorcery spells as though they had flash.
−3: Return up to one target artifact, creature, or enchantment to its owner's hand. Draw a card.
or simply play another copy of The One Ring.
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“Legendary” Equals Upside?
The One Ring being legendary is actually upside, which is completely egregious, especially given the flavor of the card. This incentivizes players to add extra copies of The One Ring to their decks in order to avoid the risks from the first copy. Once the first copy has allowed you to draw a ton of extra cards, which likely means you have found another copy of The One Ring, you can simply reset The One Ring with the legend rule, keep the new one, and now you gain Protection from everything again. This play pattern is awful, and absolutely worth mentioning.
Sometimes, cards aren’t only banned for the percentage of the metagame they represent. Cards like
Krark-Clan Ironworks

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The “Oko” Treatment?
So far, in my opinion, The One Ring has showcased relatively poor gameplay, is very homogenous across different decks, and has an enormous metagame share. Outside of Counterspells, the card is difficult to interact with, thanks to it having Indestructible. Cards like
Delighted Halfling

{T}: Add one mana of any color. Spend this mana only to cast a legendary spell, and that spell can't be countered.
can even render Counterspells moot, and once the card hits the table, many games feel relatively hopeless, unless you have your own copies of The One Ring.
With Pro Tour Lord of the Rings, a Modern Pro Tour, on the way and a ban announcement coming August 7, The One Ring is definitely on the hot seat. When
Oko, Thief of Crowns

+1: Target artifact or creature loses all abilities and becomes a green Elk creature with base power and toughness 3/3.
−5: Exchange control of target artifact or creature you control and target creature an opponent controls with power 3 or less.
finally got the axe, it had just put up absurd numbers at the Pro Tour. Some players were prepared and went as far as to play typical sideboard hate cards like
Noxious Grasp

I expect to see a lot of Counterspells and even more copies of The One Ring at this Pro Tour. Given that The One Ring is a flavorful chase Mythic from the set, it’s likely going to take a lot for the card to get banned. Only time will tell if The One Ring dominates the Pro Tour and gets the axe, but if you want to play Modern for as long as The One Ring does remain, you better be prepared.
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