Recently, some people (very few people, really) have advocated unrestricting Fastbond in Vintage. I doubt it'll happen, and I'm actually not sure either way. Unlike with Yawgmoth's Bargain, I don't really have anything to compare Fastbond to. Nothing else in the game is quite like it. So even though I think most games have been played in environments where Fastbond wasn't legal or where players stayed away from it as a courtesy because of its brokennes, the times I have seen it and played with it led to some interesting things that don't really manifest in environments without Fastbond. Although I've done Memories threads for some other powerful cards (Yawgmoth's Bargain, Wheel of Fortune, Survival of the Fittest), including restricted cards, I think that something like Fastbond is a little different. When it comes to certain cards in casual play, there has to be a kind of asterisk on them. Another one that comes to mind, which I didn't start a thread for but did think about, is Tolarian Academy. Irrespective of tournament legality, certain cards are so easy to explosively abuse that bringing them to casual environments requires some level of caution to keep things from becoming crazy. It's not that they're necessarily the best cards or that they are inherently problematic for casual games. But taking my example of Tolarian Academy, you're not logically going to put it in a deck with no artifacts. That'd just be silly. Being practical, if you want to put it in a deck at all, that deck probably has many artifacts in it, and probably many cheap ones. If you also have anything big to sink that mana into, Tolarian Academy could cast it more easily than some of the more elaborate tools you might use to rush out big plays. In other words, a skilled deckbuilder might fine-tune a multi-card engine to do something big (Psarketos has shown some of that with the decklists currently visible on the front page, and doing so wasn't even his primary goal with those concepts), but any moron with a Tolarian Academy and some cheap artifacts, any cheap artifacts, can produce substantial amounts of mana very early into a game, and it doesn't take much for that to become stupidly broken. I want to be super-clear about this. I'm not simply describing broken cards or defining cards as broken. There are exceptionally powerful cards that I've used a lot and happen to like a lot, but they're only going to be unfair in a casual setting if one deliberately places them in a deck meant to maximize them. Can I break Wheel of Fortune? Yes. Is any given casual player putting Wheel of Fortune in a deck (back when it was widely available and not 85 bucks) going to ruin games? Probably not. That applies to some of the most famously powerful cards in the game, such as Time Vault, Necropotence, Skullclamp, Oath of Druids, and Yawgmoth's Will. If you want to break them, you can do it. If you're not going for that in a very deliberate way, they probably won't be ruining casual games. Not saying you should use them in casual games and not saying that you should always avoid it. But most of the time, the brokenness has to be engineered. But certain cards, really I think it's only a handful of them that are on the extreme end, have a confluence of being very cheap to play (in terms of mana, not necessarily financially), of being very easy to use, of not having stringent deckbuilding constraints in order to unlock much of their power, and of doing something especially potent. Tolarian Academy could be the poster child of this in my mind. It's a land with no real drawbacks, all it takes to use it is turning it sideways, all it needs to break it is a board with some artifacts, and a deluge of blue mana is so easy to translate into powerful effects that even an inexperienced player could wind up with a degenerate deck in a casual setting. Give a newbie Necropotence and watch him get himself killed. Give a newbie Tolarian Academy and watch as your technically better deck gets outraced. Other cards that spring to mind as meeting all of these criteria include Ancestral Recall, Time Walk, and Fastbond. There are likely a few more. I never thought to try to make a list. The real problem is that mana cost. One green mana. One. If it costed more, it could still be used in dedicated combo decks for its unique ability. But at one, anyone with two brain cells to rub together can get better mana ramp from this thing by itself than from some of the most cleverly concocted engines in constructed play. "You may play any number of lands on each of your turns"? One would think that for an enchantment to break one of the fundamental rules of the game, you'd have to make it cost a lot up-front. Even if this thing had costed four mana, I'm sure it would still have been considered a good card.