Zaen has been posting how he wants mind burrower changed in some ways, since it has been unbalanced since conviction first came out, even with cost increases.
I think we all can agree mind burrower + undizzy spell is very similar to playing both end disk 2 + playing a new creature, except that it has ways of being counter by dizzing, laser, etc... What we will disagree on in this thread is whether or not this means we should balance him, whether or not he is unbalanced enough. And what balances we should decide on.
We all also probably agree that speed system has fixed many mind burrower problems. Since the speed system came out, he is not nearly as overpowered as he once was. Is this enough though? I do not know either way.
Here is one of his ideas, I am not 100% sure this is the one you wanted to discuss, so if it isn't zaen, let me know and I will fix it.
Quote:I'd still say the mind burrower needs: Add a counter to mind burrower at end of turn. Ability: Remove a counter and dizzy, take control, etc. That is, disable the burrower/undizzy that everyone, without exception, hates. This might also be a nice boost to honor burrower. (Why add dizzying to the ability anyway?)
-His suggestion.
The old mind burrower had no undizzy spells, cost less, had more health for a time. Importantly, the old one could still be undizzied by creatures.
Personally I think the best way to fix the mind burrower would be to prevent you from undizzying it with spells, but not creatures, since I think that it is still somewhat skillful to use a creature undizzier to unleash mind burrower. I don't know how we'd do this, since there is no such thing as (Local Spell Immunity) or anything like that.
So on to possible solutions using his idea: There are no such things as counters on creatures in cmc, so to do this, we would have to make it so mind burrower comes out first as a different creature with ability "Draw phase: Gains >D Destroy mind burrower, take control of target creature". This would work the same way chaos generals work. We may need to, after doing this, boost mind burrower's strength or reduce his cost. Also, this changes the flavor from the original mind burrower, as this would not allow creature undizzings to occur anymore.
We could, of course go the abrasis route of crippling any creature he steals, basically making him a 2 card costing end disk 2. IE: Stolen creature is dizzied and doesn't undizzy next turn, stolen creature loses half life and attack, but to me, this changes the flavor of the card and I frown upon it.