#I’d like this to be something of a watchlist I can consult
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iwritenarrativesandstuff · 1 year ago
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Hey I’d like to ask something! Could you guys do me a favour and suggest some cool animated movies or shows that are not American or Japanese? I’d like some recommendations, or just to hear about some cool shows or movies you like! Rambling about what you loved is appreciated and encouraged!!!
(Yes, I know about Link Click. Yes I’m going to get to it it looks fantastic and is absolutely right up my alley. Can’t wait to cry.)
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selfshipstuff · 4 years ago
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💡 give me all the fandoms ~Audrey
SBDJSJS ALL OF THEM???? I MEAN I GUESS IF YOU'RE SURE??
@tsundere-doods
ARROWVERSE (The Flash, Arrow, Supergirl)
In all Arrowverse AUs, my SI is a metahuman from Earth-1 with energy-based powers. I primarily exercise control over electricity, movement, and gravity, but with practice I could probably expand my repertoire to include light, heat, elasticity, radioactivity, sound-- all sorts of things. During my time on Teams Flash and Arrow, I go by the moniker Switchboard, and then in my Team Arson AU, Lonnie and Astra (@astralshipper) call me Sparks. 
In The Flash, my primary f/o is Cisco Ramon, and we have that best friends to lovers thing going on. I also love Becky Sharpe, although I don’t talk about her much! She’s girlfren, and I’m poly with the two of them in my Flash-centric Arrowverse AU-- she’s not dead, hush, I save her life and canon can eat my entire ass tbh.
I don’t have a romantic f/o on Arrow, but John Diggle is like a brother to me. I don’t have an AU that focuses solely on Team Arrow, because it’s not a primary thing for me, but when I’m on the team, it’s because I’m taking a break from Team Flash.
In my Supergirl-centric AU, instead of joining Team Arrow after leaving Team Flash, I actually use some of Cisco’s tech to hop on over to Earth-38 to make a new life for myself. Eventually, I end up helping out Team Supergirl, because once you start superheroing it’s not really something that has an off switch, and that’s how I meet Winn Schott. He and I click almost immediately and we have a best friends to lovers type thing similar to what Cisco and I had. I also have a small crush on both Lena Luthor and Mon-El, but I haven’t decided if I’m gonna do anything about it yet.
Finally, there’s the Team Arson AU, which isn’t really based on any of the shows in particular, but rather on one of the villains of Arrow: specifically, Lonnie Machin. This AU starts after I leave Team Arrow because of Oliver, John, and Felicity’s actions toward the newer team members; incensed by the hypocrisy of my fellow heroes, I run into Astra (@astralshipper) and Lonnie, who have turned into sort of an anti-hero team, and I join forces with them. This sometimes leads to problems when my ex-teammates come after us, but we handle it.
And last but not least, I actually forgot to mention, but there is an offshoot AU of the Team Arson storyline; it doesn’t have a catchy name, so I just call it the Team Arson and Michael AU, because it’s essentially the same thing as the regular Team Arson one except it incorporates Michael Collins from The Uniques as a new hero. In this AU, I eventually leave Team Arson to form a power-couple duo with Michael and go back to being a hero, mostly.
AVATAR: THE LAST AIRBENDER (A:TLA)
Not totally sure what my whole deal is going to be here, but I’m definitely an airbender. I know in canon they’re wiped out, but I’m just saying, there could definitely be a few in hiding; who’s to say all of them were at the air temples when the Fire Nation attacked? The air nomads were a highly mobile people, so yeah, while those were the hubs of activity, I don’t see it being where every single one of them would’ve been. 
Anyway, I don’t have a romantic f/o in this series, but the Gaang in general is just a little family I’d like to be a part of. In particular, Aang has little brother vibes, and I’m definitely gonna take him under my wing; I think it would be good for him to have another airbender around, and it would be cool to see how a traditional air nomad would interact with one whose views and values have been shaped by a century of other cultures dominating the world. It’s definitely sad, because cultural loss is a huge part of genocide, but it would be neat to see how the surviving families passed down that culture and mixed it with that of the world around them. Like, it would be a little bit of home for Aang, but also sort of like... a hope for something new, I guess? I dunno, I’m spitballing here
CRIMINAL MINDS
My SI timeline isn't the most well-defined for this one yet, but one thing I've decided on is that I pretty much end up adopting, fostering, and taking in kids that need help. Currently, it's sort of just... been the kids that are victimized during the team's cases, but that's a byproduct of the source material rather than a conscious decision.
In Criminal Minds, I ship with Spencer Reid and Emily Prentiss, who are my boyfriend and girlfriend, respectively; we’re poly, but they’re not dating each other. They are queerplatonic, though! Fun fact, I’ve adopted Hotch and Rossi as my dads; Hotch is the primary father figure, and Rossi was kind of like, uncle vibes? Until I realized how much romantic tension there is between the two of them, and now he’s like, stepdad. Hotch already sees Spencer as a son, and he’s close with Emily, so this works out really well.  
EVER AFTER HIGH
In EAH, I’m the eldest child of the White Rabbit-- yes, the one you know from the story of Alice in Wonderland. (Don’t ask how that works, because I don’t know.) Anyway, I was born and raised in Wonderland, along with my younger sister, Bunny. (Yes, her name is Bunny Rabbit.) Things were alright until sometime in my early teens when the Evil Queen tried to basically destroy the world of wonder; it was crazy and chaotic, and very few Wonderland folk managed to escape to Ever After before the Brothers Grimm closed the portals between the two worlds. I was among the handful that escaped: my sister, father, and friends were not. I was all alone in an unfamiliar world, and man, was that scary. Luckily, I was still school-aged, so it was easy enough to get a place to stay at the Grimms’ school-- Ever After High. 
I’ve got crushes on Raven Queen, Alistair Wonderland, Dexter Charming, Chase Redford, Northwind, and Cedar Wood, but no established romance.
HARRY POTTER
Okay, so there are a few different timelines and AUs for this franchise. We’ll start with the most established one. Obviously, I’ve got the obligatory AU where I’m there for everything from the very beginning, but there’s also one I thought of back in middle school which goes something like this: I’m newly orphaned, so I’ve been sent to live with a relative in the UK. It’s the year of the Quidditch World Cup, not that I know anything about it, because my parents were Muggles and so is the great-aunt-twice-removed or whomever it is I now live with. I’m out for a walk, trying to clear my head and familiarize myself with the new neighborhood; out the back of the house, there’s a forest in the distance, hills, and marshland which seem suitably spooky and melancholy for my mood, so I head out exploring that way. After a while, I hear noise, like celebration and shouting, so I head over to check it out and stumble across the tent-grounds for the World Cup. 
Obviously, it’s a lot to take in at once, because it’s clearly magic-- but I’ve always believed in magic, in a sense. So I just grin and start exploring, getting friendly with the kids my age in the area, lie to the adults when they ask where my parents are (”oh, our tent is over there”) and nobody even thinks twice about my accent because people from all over the world are here for the event. Of course, I’m only 15, and eventually I run into one of the people who actually coordinates the grounds, so I’m found out fairly easily; cut to me being interrogated and scared half to death by the magical authorities before who else but Dumbledore swoops in and quietly talks to them. It’s a lot, and it’s too quiet for me to hear all of it, but I manage to take away something about me obviously being magic if I found the place-- and then suddenly, this old man is offering his hand and escorting me out, telling me about a whole other world I didn’t know I could be a part of. 
I do go to Hogwarts, and I have to do a LOT of remedial studying to catch up to the other students, but it helps that I love to read about magic and studying over the summer isn’t a problem. 
In some AUs, I’m poly with Harry Potter, Hermione Granger, and Ron Weasley; in others, I’m with Fred and George Weasley. Sirius Black ends up taking me under his wing along with Harry, and he doesn’t die in my canon-- neither does Fred, Remus Lupin, or Tonks.
I also have a pretty big crush on Newt Scamander from Fantastic Beasts and Where to Find Them, but I haven’t got my AU timeline figured out for him yet.
MCU
Agents of SHIELD: This show is a separate AU from my other Marvel stories, but I have the same energy powers as usual. Basically, I’m an Inhuman on SHIELD’s watchlist for a long time, even before they know what Inhumans are; unlike some of the other individuals on the list, I’m friendly, cooperative. I consult on cases from time to time, mostly as needed until Phil Coulson starts putting together his dream team: that’s when he reaches out to me, asks me to be a permanent consultant to his team. I’m sort of hesitant, because permanence is restrictive when it comes to organizations like his, but I agree on my own terms. I find myself fitting in and warming up to the team more than I thought I would, and I even find myself crushing on Fitz and-- to a lesser extent-- Skye. When she gets her powers, it’s frickin’ neat as hell, but I end up fighting with the team for treating her so poorly afterward. 
Spider-Man (Tom Holland): Originally, I’m not even in New York, but rent in our area is going up, and the frequency with which certain areas in NY get destroyed leads to their rent actually being more appealing in an attempt to get people to move back. So, with everything going on, my family weighs their options and we move. It’s the end of summer when we get there, and it’s a different school district, so they make me take all sorts of tests to see where I’ll best fit in-- eventually, they put me into some prestigious school my parents are thrilled about and which I’ve never heard of. Of course, I’m much more thrilled after the first week or so: the classes are more engaging, and the students seem to know their stuff. Other than the classist rich kids, it’s paradise for nerds! And that’s before I develop a crush on a classmate (Peter Parker) and start paying attention to news about a local superhero. Around this time is when my powers start to show themselves; sparks fly, literally, and I find myself getting done with things faster than anyone else. It all comes to a head when, on my way home from school, someone falls from the upper floor of a building and I somehow manage to slow their fall so they land safely. Thoroughly freaked out, I start experimenting with my powers, seeing what I can do-- eventually, I put together my own suit and start helping out the friendly neighborhood Spider-Man. (We end up dating out of costume.)
MIRACULOUS LADYBUG
So, in the ML universe, I’m an American exchange student in Paris, and I end up figuring out the identities of the local heroes fairly quickly, which leads me to help out in the crises a lot more. After a while of this, Master Fu decides to gift me with the Mouse Miraculous, which has a different power than in canon, because I developed this before the debut of Kwami Buster and honestly I kind of think Multimouse has a stupid power? Anyway, as Souris Gris, I have the power of stealth. I realize pretty quickly that my accent is gonna be an easy identifier, so I take up Langue des Signes (French Sign Language, or LSF) to use while transformed-- as a bonus, it adds to the stealth thing. Meanwhile, as my civilian self, I’m still adjusting to using conversational and situational French 24/7.
Adrien Agreste (also known as Chat Noir) is my primary f/o from this, but there’s also an AU where we’re poly with Marinette Dupain-Cheng (also known as Ladybug), who we’re both dating. 
OURAN HIGH SCHOOL HOST CLUB (OHSHC)
Okay, in the past with this one I’ve 100% focused on the romance, so I’m gonna make something up on the spot. I still would’ve been born to a lower middle-class family in Midwestern America-- flyover country-- but at some point in my youth, a family member wins the lottery-- literally, and not just as a figure of speech. It’s a big one, and instead of spending it, they invest; as I grow up, things start to look up for us. I’m a creative kid, and I’m bugging my parents to let me design and make my own books, games, and toys. Eventually, they cave, and that’s the story of how I become a “self-made” millionaire. 
At first, the products only really sell in North America, until a knock-off line comes out in Japan, and we release them there to curb the competition. The sales skyrocket in the Japanese isles and surrounding countries, so sometime in my preteens, my family moves to Japan to better oversee the majority of the business. After a lot of private tutoring and language classes, I beg my parents to let me go to a real school. Now, my parents, who are quickly becoming the snooty rich folks they used to curse, take some convincing, but we finally agree as long as they choose the school, which is how I end up enrolled at Ouran Academy. 
I eventually find myself meeting the host club and befriending them, which... also leads to me dating Hikaru and Kaoru Hitachiin, the notorious twins. We’re all lowkey crushing on Haruhi, but none of us do anything about it. 
THE UNIQUES
I still haven’t decided how I end up on the team to begin with, but I do know that my powers are pretty much the same in The Uniques as they are in the Arrowverse. (This is mostly because that’s my default when it comes to superpowers. Energy powers are frickin’ neat, okay?) Again, they primarily cover electricity, movement, and gravity, but in this universe I also have a little more experience bending light and manipulating heat. 
One of my f/os from this is also mentioned in the Arrowverse section because of an AU, and that’s Michael Collins. He and Scout are my boyfriends, and they’re best buds. The rest of the team (the New Guard) are our best friends, so they’re platonic f/os.
WALKYVERSE (It’s Walky!, Shortpacked!)
Technically, the Walkyverse also includes Roomies!, which comes before It’s Walky! sequentially, but I don’t even really think about that part of the comic tbh. Basically, I’m an alien abductee, so I have powers-- neat!-- and I’m an agent of SEMME-- less neat. We’re a secret government agency fighting a hostile race of aliens known only as “aliens”, which I guess are separate from other extraterrestrial races because Martians are specified as a separate race within the comic...? Anyway. I’m a SEMME agent, and I have enhanced abilities like super-strength due to my status as an abductee. Originally, I was a part of a different squad, but a mission went south, leaving me as the only surviving member. 
By the time the retrieval unit showed up, most of my teammates were already dead, and I was just barely holding up a fallen building which would have crushed me had I let go. Upon my return to SEMME HQ, I was asked to wait outside an office for a moment while the Big Boss and some poor agent tasked with debriefing him duked it out behind the closed doors. There were whispers about me, being the sole survivor of my unit and having held up a building, and people had their suspicions, but it didn’t matter. The fact was that I was the only agent that had made it through a suicide mission, which is a feat in and of itself, disregarding the valuable intel I had gathered; Big Boss eventually reassigned me to Squad 128, the most infamously effective team on payroll, and sent me off to get checked out by medical. 
My main f/o in Walkyverse is Mike Warner, a fellow SEMME agent and abductee. I’m also FWB with the titular character before he gets married-- David Walkerton (Walky)-- and Marcie. 
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zorovevo · 3 years ago
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This means, they have a strategy to get into a trade, make adjustments, and exit positions based on SPECIFIC events. Successful traders DO NOT make random decisions. Everything they do is calculated, measured, and analyzed. You can make an easy-to-follow trading formula based on technical analysis if you want to as well. 7. Wait For OpportunitiesThis is a huge problem for novice traders. It was even an issue for me when I started trading. I would have a few stocks on my watchlist that I wanted to get into, but knew it wasn't the right time. And then when I'm not looking the stock takes off. On a few occasions, I have actually chased stocks that eventually turned against me. These types of situations hurt in 2 ways: 1) dents your ego and 2) dents your portfolio balance.
Luckily, it's been well documented that more often than not, solid annual portfolio performance is often caused by having a strong exit plan. 8. Document and Learn From Your Previous TradesEvery trade is a learning experience. Don't focus solely on losing trades, but also look at your winners. There is always something you can learn. For losing trades, look into why the trade lost or possible ways you could have prevented it from happening. Analyze your entry, the adjustments you made, the exit, and the overall market behavior. For winning trades, look into why the trade won and possible ways you could have even profited more. Analyze your entry, the adjustments you made, the exit, and the overall market behavior. If you notice, it's the same analysis for both types of trades. After a few trades, you'll begin to recognize key characteristics to why some trades win and why some trades lose.
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I'll explain my reason a little bit later. )Now, when I typically short premium via structured trades. I size the trade to represent my max risk and play the odds. For example, if I were to put on this trade and was risking $1,000 on the trade. I'd sell 4 call spreads which would have a max risk of $972. I'm not a proponent of stopping out of short premium trades. As you know, most options expire worthless.
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Since selling a stock short is extremely risky, since you have to cover that short and your buyback price of that stock is unknown. Bet THAT wrong and you are in a world of trouble. However, put options leave the risk to the cost of the option itself - the premium. Learning or getting information on how to trade Puts starts with the above and looking at an example of a put contract. Using the same contract as above, our anticipation of the market is completely different. 1 PKT Dec 40 Put with a premium of $500. If the stock declines, the trader has a right to sell the stock at 40, regardless of how low the market goes. You are bearish when you buy or are long put options. Learning to trade puts or understanding them starts with market direction and what you have paid for the option. Any basic strategy you take on this contract must be done by December. Options normally expire toward the end of the month. You have the same 3 trading strategy choices. Let Option Expire - usually because the market went up and trading them is not worth it, nor is exercising your right to sell it at the strike price. Exercise the Contract - Market declined, so you buy the stock at the lower price and exercise the contract to sell it at 40 and make your profit. Trading The Option - The market either declined, which raised the premium or the market rose and you are just looking to get out before losing all of your premium. Conclusion BasicsTrading Options carries nice leverage because you do not have to buy or short the stock itself, which requires more capital.
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If you don't think you need on-going options trading education and assistance, ask yourself these questions:� Why do professional athletes have coaches?� Why do Fortune 500 companies hire consultants?� Why does the President have advisers?The answer to all of these questions is simple:Mentors hold you accountable, help you define & reach goals, are on the outside looking in, and they can provide a wealth of knowledge when dealing with the subject matter at hand. Basically, mentors help you become BETTER traders. If you are serious about options trading, then it's worth your time to try a few of these steps out today. The more you hone in and apply a laser-like focus on your skills, the easier it will become to identify opportunities to make money in the market. Learn Options Trading - Option Strategy BasicsBefore you learn the basics about how to trade options and the strategies, it is important to understand the types, cost and risks before opening an options account for trading. This article will focus on stock options vs. foreign currencies, bonds or other securities you can trade options on. This piece will mostly focus on the buy side on the market and the trading strategies used. What is a Stock OptionAn option is the right to buy or sell a stock at the strike price. Each contract on a stock will have an expiration month, a strike price and a premium - which is the cost to buy or short the option. If the contract is not exercised before the option expires, you will lose your money invested in your trading account from that contract.
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For example, if I were to put on this trade and was risking $1,000 on the trade. I'd sell 4 call spreads which would have a max risk of $972. I'm not a proponent of stopping out of short premium trades. As you know, most options expire worthless. However, there are cases where outliers occur and short premium trades go ITM and end up being losers. By sizing my trades according to the amount I'm willing to lose. I'm not really stressed about any large overnight moves or morning gaps. You see, I've already outlined my line in the sand. In fact, this is one of the problems that I have noticed with those that use option strategies like iron condors. Now, I'm extremely disciplined about following my rules. I know that if option volatility isn't elevated (or rich). it doesn't make sense to add on more risk (to receive a greater premium) because that's how potentially big losses can occur. Some of my clients achieve a great deal of success after a few weeks of learning my simple rules-based approach. However, when some tell me their profits, relative to their account size. I won't hesitate to let them know if they're taking on too much risk and sizing poorly. Of course, some listen. but others will still size up to big. thinking that they will always have a chance to get out of position before it reaches max loss. But sometimes it doesn't work that way. stocks can gap up or down pre-market.
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8. What is a Stock OptionAn option is the right to buy or sell a stock at the strike price. Each contract on a stock will have an expiration month, a strike price and a premium - which is the cost to buy or short the option. If the contract is not exercised before the option expires, you will lose your money invested in your trading account from that contract. It is important to learn that these instruments are riskier than owning the stocks themselves, because unlike actual shares of stock, options have a time limit. There are 2 types of contracts. Calls and Puts and How to trade them and the basics behind them. What is a Call Option and how to trade them?A call option contract gives the holder the right to buy 100 shares of the stock (per contract) at the fixed strike price, which does not change, regardless of the actual market price of the stock. An example of a call option contract would be:1 PKT Dec 40 Call with a premium of $500. PKT is the stock you are buying the contract on. 1 means One option contract representing 100 shares of PKT. The basic thought and learning how to trade call options in this example is you are paying $500, which is 100% at risk if you do nothing with the contract before December, but you have the right to buy 100 shares of the stock at 40. So, if PKT shoots up to 60. You can exercise the contract and buy 100 shares of it at 40. If you immediately sell the stock in the open market, you would realize a profit of 20 points or $2000. You did pay a premium of $500, so the total net gain in this options trading example would be $1500.
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usnewsaggregator-blog · 7 years ago
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Faces of the Future: Stories From Generation Z
New Post has been published on https://usnewsaggregator.com/faces-of-the-future-stories-from-generation-z/
Faces of the Future: Stories From Generation Z
To come of age in 2017 in America is to enter adulthood in a time of often overwhelming turbulence. The country is deeply divided, technology is reshaping the world at a breakneck pace, and the future seems filled with uncertainty. As each day appears to bring with it another crisis, from unprecedented natural disasters to horrific mass killings to violent and vehement ideological clashes, questions lurk in the background: Who will inherit this world? And what will they do with it?
They are the first generation to spend their entire adolescence with smartphones. Jean Twenge, author of “iGen”
Enter Generation Z.
Loosely defined as those born after 1995, this new wave of soon-to-be grown-ups—also dubbed the iGeneration, Centennials, Post-Millennials, Founders, Plurals and the Homeland Generation, depending on whom you ask—picks up where millennials left off. True digital and social media natives, they’re ever-connected, multitasking on many screens and more comfortable sharing on Snapchat than IRL. “They are the first generation to spend their entire adolescence with smartphones,” says Jean Twenge, author of “iGen,” who has studied the group extensively. “That really rapid adoption of smartphones has had ripple effects across many areas of their lives.”
Birth of a Generation Major moments in modern history
Generation X
Generation Y
Generation Z
Challenger disaster
Obama
elected
Moon landing
Fall of the Berlin Wall
September 11th attack
Moon landing
Challenger
disaster
Fall of the Berlin Wall
September 11th attack
Obama elected
Source: socialmarketing.org
The 2016 election marked the first time many Gen Zers were able to vote, in an event that has served to spotlight and magnify the fractures and fissures in the nation. Decisions made by this administration will have ramifications for years to come, and many of the top issues that drove voters to the polls can be interpreted as de facto battle lines along which the country is dividing itself: Health care. Guns. Immigration. Abortion. The treatment of gay, lesbian and transgender people. Climate change.
So how do young people growing up in today’s chaotic environment feel about their country, their cities and their lives? We’ve spent the last few months following a handful of teenagers on the frontlines of Generation Z: five students who graduated from high school in 2017 and are full of big dreams. For these individuals, the issues facing the country aren’t just hypotheticals to see on the news or be debated by politicians onstage, but their daily realities.
Here are their stories.
Aidan Destefano
Pottstown, PA
At first meeting, Aidan Destefano projects nothing but pure teenage boy.
The 19-year-old is cookie-cutter handsome, with olive skin, dark hair, sparkling green eyes, a firm handshake, and a big, magnetic smile—the kid is always smiling.
But Aidan hasn’t had the typical teenage boy experience, exactly.
I’m finally me; the next step is to live my life as me. Aidan Destefano
Born biologically female, he first encountered the term “transgender” while watching a YouTube video in the seventh grade, and that’s when the feelings he’d had his whole life suddenly had a name. In 2015, before his junior year of high school, he posted a Facebook video announcing he was transitioning from female to male, then started testosterone, changed his name, and had surgery to remove his breasts. While he’d entered high school on the girls’ cross-country team, by senior year, he was running with the boys.
Aidan now stands among other trailblazers at the crossroads of transgender rights in this country. When his high school was sued for allowing transgender students to use the bathrooms and locker rooms of their gender identity, he testified as a witness, sharing his experience of how important it was to be allowed to use the men’s facilities. (While a judge’s decision this summer upheld the school’s policy, the case is now headed to a higher court on appeal.)
Since taking office, President Trump has issued two blows to the transgender community: announcing a ban on transgender troops in the military and rescinding Obama-era guidance that instructed schools to allow transgender students to use facilities that aligned with their gender identity. In June, Aidan met with Gavin Grimm, the transgender student whose lawsuit over access to the bathroom at his Virginia high school was headed to the Supreme Court until the court ultimately declined to hear it this spring. These rights are currently being decided on state and local levels, leaving much up in the air.
As for Aidan, he doesn’t spend too much time thinking about politics. He’s more concerned with his day-to-day life and working toward his future.
“I’m finally me,” he says. “The next step is to live my life as me.”
Breann Bates
Clermont, FL
Breann Bates voted for Donald Trump, but she wasn’t happy about it.
“I’m pretty critical of President Trump,” says the 19-year-old Florida native, who supported Ben Carson, Marco Rubio and Ted Cruz during the primaries before ultimately casting her ballot for the president. “I think that it’s important to stay critical and not just be a fan of any politician—to hold him accountable.”
I want to sit down and have a calm, cool and collected conversation and figure out why people believe what they believe and where that comes from. Breann Bates, age 19
She’s no passive political observer. Breann is a key member of Turning Point USA, a nonprofit that trains and organizes conservative activists on high school and college campuses. The group has made headlines for protests against “safe spaces” and for controversial initiatives like its Professor Watchlist, which keeps tabs on educators who “advance leftist propaganda.”
“I do believe there is an ideological battle or war being waged,” says founder Charlie Kirk, 24. “What does this generation stand for?”
Breann is passionate about fighting for her beliefs. She’s staunchly pro-life, a strong supporter of campus carry laws, which would allow guns on college campuses, and wants the government to be less involved in people’s lives. While her political passion may make her something of an outlier among her generation—Twenge says that among this group “interest in government is at an all-time low”—Breann’s skepticism of big government seems to align with her peers. In a study by the Center for Generational Kinetics, a millennial and Gen Z-focused consulting group, only 26 percent of Gen Z respondents said they trusted elected officials.
Now a freshman in college, Breann is hopeful that the country can move past its current division and that people like her will be able to communicate across the aisle. “I want to sit down and have a calm, cool and collected conversation,” she says, “and figure out why people believe what they believe and where that comes from.”
Destiny Robertson
Northfork, WV
McDowell County, West Virginia, has the unenviable distinction of being one of the poorest communities in the country.
But Destiny Robertson wants you to know it’s also one of the strongest.
“We have some of the best people in the whole world,” says the 18-year-old, who grew up in the county in the town of Northfork. “I wouldn’t be who I am without where I am.”
West Virginia got a lot of attention on the presidential campaign trail from candidate Trump, who promised to bring mining jobs back to a state struggling with unemployment. People have been leaving McDowell County, once the top coal producer in the state, ever since coal production started to decline decades ago. Since its peak in 1950, the region’s population has dropped by over 80 percent. The unemployment rate is now more than double the national average, and more than 1 in 3 people live in poverty.
I wouldn’t be who I am without where I am. Destiny Robertson, age 18
Destiny, whose grandfather was a coal miner, believes in her community, but doesn’t think the future lies in trying to chase the past. “A lot of my friends—my male friends—that’s their dream, to become a coal miner. That’s where you can make the most money here, when you can get a job,” she says. “I’m definitely in the minority. My views are that we have to move on from coal.”
Meanwhile, the county, like the rest of West Virginia, is in the throes of the opioid crisis. The overdose rate here is nearly five times the national average. “You have a big problem in West Virginia and we are going to solve that problem,” President Trump said on a visit to the state in August. In October, he declared the opioid crisis a public health emergency.
The president is popular in McDowell County. Seventy-five percent of the votes here went to him in the 2016 election, but Destiny’s wasn’t among them – at 17, she was still too young to vote at the time. She doesn’t like to get too public with her political beliefs, but she’s passionate about voter registration and encouraging people to make their voices heard. “Being a black woman in this town, it’s important to me to exercise my right to vote,” she says.
And she hopes President Trump will come through for the people of her county, who desperately need help. “This place has an epidemic going on…I’d hope that this new administration will bring awareness to that and help us figure out a way to get rid of the addiction.”
Isaiah Charles
Newtok, AK
If you haven’t already been to Newtok, Alaska, you might never have the chance: The tiny coastal village won’t be around much longer. It’s being swallowed—an early casualty of the world’s changing climate. Newtok is built on permafrost, or ground that’s been frozen for a long time, and as the earth’s temperatures have risen over time, that land has started to thaw. The village now loses roughly 70 feet a year as the river erodes the weakened shore.
“The land used to be really far,” explains Isaiah Charles, who grew up here. “It is dangerous to have land falling off and a village of 350 people that are terrified from it.”
For Isaiah, 19, Newtok’s endangered status has long been a fact of life. Boardwalks throughout the town are sinking into the mud. During powerful storms, the damage can be even greater. Residents are actively worried for their homes as the coastline creeps closer.
It’ll be like a memory to never forget. Isaiah Charles, age 19
“The general trend is quite unmistakable,” says climatologist Brian Brettschneider, who notes that Alaska is warming at twice the rate of the rest of the country, and what’s happening here should serve as a warning. “This is really the canary in the coal mine.”
In typical teenage form, Isaiah has other pressing concerns. The former star basketball player graduated from high school in May and will start college in a few months. He’s focused on his friends, family, community and finding a path toward a successful and steady career.
But the reality of what’s happening to his hometown is impossible to ignore. Newtok must relocate, and in a few years, the place Isaiah has always called home will be gone. The village is moving to a new site called Mertarvik, 9 miles across the river, and the relocation team hopes to get everyone there by 2020.
In its current state, Newtok is an often jarring mix of tradition and modernity. A subsistence community, the people hunt, fish and gather most of their food. Though they speak English, most also speak Yup’ik, the tribal language of their ancestors. They don’t have running water in their homes and the erosion has impacted the community’s ability to safely dispose of their waste and maintain clean drinking water, raising health concerns. At the same time, thanks to services like a “lifeline” plan from a local cellphone provider, most young people are often heads-down texting, sending messages on Snapchat or talking to far-flung friends on FaceTime. They get Amazon deliveries, watch YouTube and stream Top 40 hits. “When I was a little kid, it was a lot different,” Isaiah reflects, wistfully. “Kids playing outside, having fun. But now that I’m older, everybody’s inside, just being on their phone or iPad. Everything’s changing.”
Isaiah knows that one day, when he comes home, his village will be gone. But he struggles to describe how it will feel to say goodbye to this place. “It’ll be like a memory to never forget.”
Rasmi Moussa
New Haven, CT
When Rasmi Moussa arrived in the United States in 2016, he only knew one word of English: “No.”
One of the 12,587 Syrian refugees who were resettled in the United States last year, Rasmi, now 19, moved to New Haven, Connecticut, with his parents and three of his siblings. They’d fled their homeland five years before to escape the ever-escalating violence, and had been living in Jordan, where Rasmi hadn’t been able to go to school, and instead worked odd jobs to help support his family.
Almost two years after coming to America, Rasmi has almost fully acclimated. He taught himself English through a combination of translation apps, videos and trial-by-fire experience working at a gas station. He graduated from high school with honors in June, and this fall he started taking classes at a local community college, where he’s pursuing a degree in radiography.
I was thinking I would be back after one month, three months or four months. That was six years ago. Rasmi Moussa, age 19
But behind his smile, Rasmi hides a deep sadness. He lost relatives in the war, his home was destroyed and many of his siblings are still trapped overseas. Those who are still in Syria are in too much danger to escape, and those who made it to Lebanon and Jordan were in the process of applying to the United States for refugee visas until their plans were thrown into limbo when President Trump announced his travel ban in January. With the situation in Syria still dire, Rasmi doesn’t know if he’ll ever be able to go home.
“It’s hard to think about,” he says. “I was thinking I would be back after one month, three months or four months. That was six years ago.”
Rasmi talks to his family as often as he can, staying in touch via video chat. It’s been so long since they were together that he has five nieces and nephews he’s never even met. He holds out hope that one day they will all be reunited.
“They ask me every day: What’s happened?” he says. “When can we come? Why’d they close the way to come to the United States?”
“If I had to sum up the generation in one word, it would be ‘terrified,’” says Twenge, whose research has found that Generation Zers are reporting higher levels of anxiety and mental health issues as well as lower self-confidence than the millennials before them. CGK’s Gen Z research found that only 23 percent of the cohort believe the country is headed in the right direction.
And with the typical teen spending an average of six to eight hours a day in front of a screen, their person-to-person communication will almost certainly be impacted. “They just don’t have as much practice interacting with each other face to face,” says Twenge. “I think it’s a pretty good educated guess that social skills are going to be different.”
Yet Rasmi, Breann, Isaiah, Destiny and Aidan all exhibit one defining characteristic that also defines their generation: determination to succeed. “They are very interested in finding good jobs and working hard at them,” says Twenge of Gen Z, noting that the group’s attitudes toward work are more positive than millennials at this age. And when they do relax and unwind, they’re doing it more safely than the generations before them, statistically getting into fewer physical fights and car accidents, recording fewer teenage pregnancies, and drinking less alcohol.
“It’s not like they’re buckling down at home with the books all the time,” says Twenge. “It’s that the party is on Snapchat.”
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Potential Context-Supportive Format-Diversity-Oriented MTG Commander Ban List Additions and Assessments
Cards banned from any format were banned for reasons. Commander gets to play with more cards than most, because 40 life and multiple players provides a lot of buffers. The sheer number of turns that pass is the main intended increase to diversity in the format—in no other format can you ever expect to hard-cast 9-drop rares without being a dedicated ramp deck. However, in order to allow that format diversity to exist, there is still a ban list. Unfortunately, I believe that ban list to err too far on the side of allowing players to play with cards the non-Wizards affiliated players who run the Commander ban list like and founded the format to be able to play casually, but which reduce the diversity of the format—which Wizards has always considered a top priority, and I believe is even more important for Commander, a format founded to be almost chaotic in its diversity.
I believe a few more bans would allow even budget players to compete almost evenly with almost any deck in a multiplayer format. However, at present there are a few cards that provide enough power and enough consistency that nothing can be done if you’re the opponent and aren’t doing comparably broken things.
There are a few cards that have never been banned in a format which I believe could helpfully be banned in Commander, but I consider those lower priority than those on this list, and I’m sticking to cards that have already been banned somewhere so that I don’t overstep. I believe, in fact, that far from overbanning I’m still being cautious and openminded with this list. I just believe that at present, there’s a lot that just a few bannings could do for the format.
The bulk of this document is a list of every card not already banned in Commander which have ever been banned in a format. I go through individually and give context, and why I would ban them in Commander or not—just the rulings are listed immediately below, the explanations beyond.
I would ban from Commander: Gitaxian Probe, Jace the Mind Sculptor, Sensei’s Divining Top, Demonic Consultation, Demonic Tutor, Earthcraft, Flash, Imperial Seal, Mana Crypt, Mana Drain, Mana Vault, Necropotence, Sol Ring, Survival of the Fittest, Vampiric Tutor, Gaea’s Cradle, Candelabra of Tawnos, Dream Halls, Grim Monolith, Ancient Tomb.
I would situationally ban (see each card’s individual descriptions): Blazing Shoal, Chrome Mox, Green Sun’s Zenith, Splinter Twin, Mystical Tutor, Strip Mine, Mox Diamond, Personal Tutor.
Watch-list cards (cards that, depending on the future or even a particular build of Commander deck, might end up being powerful enough to recommend banning): Emrakul, the Promised End, Eye of Ugin, Ponder, Preordain, Skullclamp, Stoneforge Mystic, Hermit Druid, Lion’s Eye Diamond, Mind’s Desire, Squandered Resources, Enlightened Tutor, Gauntlet of Might, Dark Ritual, Metalworker, Doomsday, Sword of the Meek.
 From the Standard Banlist: 
Emrakul, the Promised End: Cheating her into play on turn 4 with Aetherworks Marvel or reliably cost-reducing her to 6 or 7 mana on curve every game is the reason this card is banned in Standard, likely harder tasks in Commander. Emrakul the Aeons Torn is banned from Commander for good reason and certainly the Promised End was made with slight emulation of Aeons Torn in mind, but the targeting nature of the Promised End’s effect does nerf its capabilities slightly. It is considerably more reanimatable than Aeons Torn ever was for obvious reasons, and it is one of the best possible reanimation targets. I would not recommend banning from Commander at present, but if more colorless cards of diverse card types were printed (or if reanimation were generally available for less mana more reliably, though that’s less likely, as will be expounded upon later), I likely would, making this a card to put on a watchlist of cards that, while not currently found to be broken, could easily pass over the line, with an interaction discovery or a new printing.
Reflector Mage: This card is in contention for the least powerful card ever banned from a format (Orcish Oriflamme likely wins that race though), though if anyone’s counting, I believe it was a good ban anyway. Nonetheless, there’s no way this is a problem card in Commander. The deck it’s too powerful in is a cheap, highly consistent aggressive tempo deck that could never even remotely exist anywhere near the form or strength it is in standard, in Commander. I do not recommend banning.
Smuggler’s Copter: This is more or less the average Standard banning, if there is such a thing—definitely powerful enough as an aggressive 4-of to be problematic in Standard, but likely in no other format, especially not Commander. Not that turn 2 Copter, turn 3 Commander Depala sounds weak, but Isamaru, for example, is likely comparable or better. I do not recommend banning.
 From the Modern banlist:
Ancient Den (and Great Furnace, and Seat of the Synod, and Tree of Tales, and Vault of Whispers): These lands are only actually broken if you can play only artifact lands and then make all of your affinity spells free and all other artifact-counters absurd. Considering the singleton and 100-card nature of the format, as well as being unable to play any more of these than you have colors in your deck, these concerns seem less important. I do not recommend banning.
Birthing Pod: Grinding one- two- and three-mana death-triggering creatures into etb-effect 3- and 4-mana creatures for free is extremely powerful in Modern, which is where it was banned. Not so much in a format where the mana costs of things are spread out a lot more. It’s still powerful if your deck can take advantage of it, but it won’t be particularly more powerful than, say, Daretti, Scrap Savant, a powerful but fair commander. I do not recommend banning. 
Blazing Shoal: Was banned in Modern for the combo of turn-one or –two infect creature, next turn Blazing Shoal discarding 9-mana red spell to Blazing Shoal. I would ban Blazing Shoal in Commander decks that also play infect creatures that cost three or less.
Bloodbraid Elf: Was banned in Standard and Modern for small-mana aggressive strategies being given card advantage they normally don’t have without interrupting their speed. In Commander, where aggressive decks have to count to commander damage or 40, this is much less of a problem. I do not recommend banning. 
Chrome Mox: Was banned in Modern for being fast mana. However, requiring you to exile a card from your hand definitely does matter in Commander, and I don’t regard this as quite as reliable and powerful as something like Sol Ring. Chrome Mox is mostly powerful in turn-one combo-kill strategies, which is exactly what I recommend contextual banning for here. I would ban Chrome Mox in Commander decks with turn 5 or faster combo-kills in it. 
Cloudpost: This card requires a 4-of it and Glimmerpost to even begin to work, and even playing a Vesuva and a Thespian’s stage to support it won’t particularly break this card in Commander. I do not recommend banning.
Deathrite Shaman: Was banned in Modern for a: providing black decks with mana acceleration in a format floating in fetch-lands and b: providing too much reach-value in being able to deal the last 2-6 damage to opponents in fast decks, again in colors that otherwise wouldn’t have access to that kind of effect. Neither of those concerns matter in Commander. In fact the graveyard disruption effect probably helps slow down decks trying to combo out uninteractively. I do not recommend banning.
Dig Through Time: Was banned from Modern, Legacy, and restricted in Vintage for high-mana, high-value decks. While that’s quite a resume to consider for banning in Commander, I wouldn’t ban it. Dig Through Time thrives on consistency and reliably having lots of fetch-lands to burn in the graveyard. The singleton nature of the format removes several of the pieces Dig needs to be broken, including the ability to always find what you’re looking for or another Dig Through Time. I do not recommend banning.
Dread Return: Was banned in Modern specifically to prevent Dredge from singly dominating Modern through the combo of dredgers with Narcomoeba and reanimating something silly powerful. The lack of ability in Commander to play 4 Narcomoebas and sufficient dredgers fast enough to make the Modern effect occur sufficiently nerfs this capability. I do not recommend banning.
Eye of Ugin: Eye of Ugin was banned in Modern only after literal years of it being considered almost trash. What broke the card such that Wizards banned it was access to many cheap, powerful cards with the creature type “Eldrazi”. It should be noted that a singleton copy of Eye of Ugin made the Modern archetype of Tron a heavy favorite against all controlling strategies by providing an infinite stream of Eldrazi in the late game, so I’d call it a watch-card, but for now I would not recommend banning.
Gitaxian Probe: While this card is not generally played a great deal in Commander due to its low price-low-impact style, it was banned for effectively reducing the number of cards you have to play in your deck by as many copies, due to being a free cantrip that provides further value. Due to its free nature in both cards and mana, generally speaking, Gitaxian Probe is more or less a better card than the average card in your deck, literally whatever the rest of your deck contains. If the rest of your deck is stuffed with as many absurdly powerful cards as you can play, Gitaxian Probe is still generally a bit better than drawing any of them, because it draws you towards them while putting information in your head and a card in your graveyard, without costing you a slot in the deck for a card that costs you anything particularly relevant (certainly once in several blue moon you need to have one more card in your library or two more life, but Probe will definitely provide you more than enough value to make up for it). Again, this is not a popular card in Commander at present, and the inability to play more than one Probe in Commander screens the impact of the already difficult-to-read card, but I in fact do believe Probe to be a card that any deck that can cast it would be improved by, thus reducing the diversity of the format. I recommend banning Gitaxian Probe. 
Glimpse of Nature: This card was banned from Modern for making Elves too fast, powerful, and consistent. While you could assemble a turn sequence and opening hand where Glimpse of Nature creates an unbeatable board state in two to four turns, it would be incredibly uncommon in a 100 card singleton format. I’m not quite concerned enough about this card to even call it a watch-card. I do not recommend banning.
Golgari Grave Troll: Also banned in Modern to avoid Dredge being too consistent. There just aren’t enough powerful dredgers to make the broken, fast interaction work that way in Commander. I do not recommend banning.
Green Sun’s Zenith: Banned for making Modern Jund- and Elves-style decks too consistent. Being a tutor, it is still incredibly powerful in a 100-card singleton format for its consistency, but being out of color with black and blue, and only being able to target creatures, reduces its scope and consistency. Nonetheless, there are still way more than enough tutors in a format that’s at its best with high diversity and inconsistency. I would recommend banning in decks with more than 1 other card in the deck that can search up any creature from your deck.
Hypergenesis: Banned from Modern for being able to cascade into it, Living End style, and fill out the rest of your deck with absurd high-cost cards to put into play for free. Considering there are only really a few cheap cascaders and everyone in Commander usually has absurd high-cost cards, this seems like not a problem for the same reason Eureka, the card it was intended as a strictly worse version to, isn’t a problem in Commander. I do not recommend banning.
Jace, the Mind Sculptor: It’s been said that an unanswered Jace, the Mind Sculptor ends the game on turn 4 as surely as a Deciever Exarch/Splinter Twin does, it’s just that in one case the game ends immediately and in the other the game ends 10 turns later. The Mind Sculptor’s extraordinarily high versatility and power for such low price makes him a card that almost any blue Commander deck should play on power level alone, regardless of synergy. It does become a little less powerful in Commander due to the single-target nature of the fateseal +2 and the single-target ultimate and bounce -1, but the fact that none of these factors actually nerf the card enough that the vast majority of blue commander deck wouldn’t play it, which shows the absurd power of the card. I recommend banning.
Mental Misstep: This card is banned or restricted in every 60 card format it can be played in, but that’s mostly because 60 card Eternal formats are replete with 1 mana spells. Commander is not, explaining successfully why you rarely see anyone playing this card in Commander. I would not recommend banning.
Ponder and Preordain: These cards are the best there are that provide 1 mana blue card filtering with a cantrip, though not the only ones, and the only ones to be banned. They are banned in Modern in order to avoid blue control decks with a ton of this effect being able to set up unbeatable hands with all the right answers too quickly, but in Commander, the strength of the cards is reduced sufficiently that I don’t see a need to ban them, though I would consider them on a watch list because a huge number of blue decks do want them, reducing diversity and increasing consistency a bit. If too many more 1 mana card-filtering cantrips are printed, it could become a problem, but Wizards has already stated they don’t plan on printing more, so it’s likely not. I do not recommend banning.
Punishing Fire: This card is banned in Modern due to the combo with Grove of the Burnwillows, which is very powerful in a 20-life, 60 card, 4-of format full of 2-or-less-toughness creatures. There is zero cause in my mind to be concerned with this card in this format. I would not recommend banning. 
Rite of Flame: This card is banned in Modern to prevent Storm from having too much cheap mana, but there’s nowhere near enough of the effect in Commander for that to be a problem effect, especially since most of the power is in having 4 Rites in a 60 card deck with high card draw/filter. I do not recommend banning. 
Second Sunrise: Banned in order to prevent Modern Eggs from having too many redundant effects, but there are nowhere near enough redundant effects of this kind to make Eggs in Commander. I do not recommend banning.
Seething Song: Similarly to Rite of Flame, this card was banned to nerf Storm’s mana production, but again, Storming out for the combo win doesn’t work nearly as well in Commander for many clear reasons. I do not recommend banning.
Sensei’s Divining Top: This card was banned in Modern for two very different reasons: one, because it was too powerful with Counterbalance as a combo (a combo that is still powerful, though less so, than it is in 60 card), but also because it slows games down enormously—in terms of time spent, literally. The card is very strong regardless, though, especially with a good number of shuffle effects, giving you nearly a permanent extra hand of three cards, essentially, while costing everyone else in the game a not-insignificant amount of time in a game that could already use a little speeding up at times. Assembling enough shuffle effects to make this card as broken as it can be even without a Counterbalance just isn’t particularly difficult. I recommend banning.
Skullclamp: This card was banned in Modern to prevent low-mana, low-to-the-ground decks from having insurmountable card draw. While still an extraordinarily powerful card, really what it ends up doing in Commander is providing token-based and small-creature sacrifice decks that generally don’t draw a lot of cards a powerful, though not necessarily broken, target on the board. It’s definitely a card that on its own is too powerful, but in the format of Commander, the decks it’s good in are not the decks pushing having too much card draw already. This is definitely a watch-list card, but I would not recommend banning.
Splinter Twin: Splinter Twin can be a fun card without its infinite combo-kill, but it would be too easy to assemble a deck that, whenever it draws an opening hand with Splinter Twin, just wins the game on turn 4, and can even just take a bit longer to hold up some counterspells and power the combo out anyway, dealing infinite damage to everyone without them being able to do much about it. Neither of those circumstances is remotely in the spirit of the format. However, it is quite possible to play Splinter Twin simply as a powerful etb-effect grinder without the combo kill, as a fair card. I recommend banning Splinter Twin in decks that also contain Deceiver Exarch, Pestermite, or any other card that creates an army of infinite hasty attackers with Twin.
Stoneforge Mystic: In Modern, Stoneforge Mystic’s fragility wasn’t enough to counteract the fact that she created a very fast kill with almost any powerful equipment and almost any support against a single 20-life opponent. In Commander, that ability becomes less powerful, and her fragility becomes more meaningful, but there are still ways to abuse her through blinks and the right suite of equipment to search up and cheat into play. This is a watchlist card, and if you play this card in this format with this banlist I would recommend not trying to break it or build around it, because it is very much on a hair trigger between watchlist and a ban. Nonetheless I don’t recommend banning at present.
Summer Bloom: This card was always interesting but not overpowered until the Amulet Bloom Titan deck was constructed. Amulet Bloom Titan was a combo deck in Modern very reliant on having multiple bouncelands, multiple land drops from Summer Bloom or Azuza, Lost But Seeking, and Primeval Titan, a 0 cost creature tutor, or Hivemind and Hivemind combo pieces in hand. In other words, the consistency required to make this combo oppressive is enormous, and probably far beyond the capabilities of Commander. That doesn’t remove the fact that Summer Bloom is easily the most powerful version of this effect, and I wouldn’t be surprised if, like Modern, it just took a while to find the right Summer Bloom build to break it. Until then, however, I don’t recommend banning.
Treasure Cruise: This is an extremely powerful card, but like Dig Through Time, it’s mostly good when you can build your deck with extreme consistency, although the decks Treasure Cruise is best in (aggressive/tempo decks) are significantly harder to make consistent in Commander than the decks Dig Through Time is best in. Considering I don’t recommend banning Dig, I don’t recommend banning Cruise. 
Umezawa’s Jitte: Banned in Modern for making small creature mirrors unwinnable against the Jitte player. This is still true—there are archetypes in Commander that almost fold to a Jitte, so some playgroups in which those archetypes are extremely common might want to ban Jitte. However, I don’t believe the card is remotely unbeatable in Commander, where a lot more artifact hate tends to get played than 60 card and there are plenty of big-creature decks that can even compete in combat with Jitte sometimes. I do not recommend banning.
  From the Legacy Banlist:
Bazaar of Baghdad: Banned in Legacy to nerf Dredge. While Bazaar is an incredibly powerful card, it is definitely a card that requires a good deal of consistency to meet its potential, or even to break even. The potential to play Dredge very competitively in Commander is likely almost singlehandedly in playing or searching up a quick Bazaar of Baghdad, and even then it would be quite the draw indeed to be oppressive. There could definitely be opening hands that would be nigh unbeatable, but in a 100 card singleton format, once in a blue moon drawing a god hand and winning should be an acceptable possibility. I do not recommend banning.
Demonic Consultation: The purpose of this card is clear and simple: find my combo piece, now. The downside on the card, especially in Commander, is such that any use of this card for any purpose other than finding a fast win combo seems highly suspect, so while I’m tempted to make a situational ban, other uses of the card literally are so bad I can’t imagine anyone actually playing this for anything other than trying to break it. I recommend banning.
Demonic Tutor: This is likely one of the big sticking points, but it’s important. Players who play this card can and will get what they need to survive and win with their decks significantly more consistently than players who don’t. There probably isn’t a black Commander deck that shouldn’t play this card. There’s a reason Tutors are so popular in Commander—they break the fundamental concept of a 100 card singleton format. They might be incredibly fun to draw, and not feel as obviously oppressive to play against as something like Emrakul the Aeons Torn, but make no mistake, this card—nay, this effect—is just as powerful in Commander when used properly in a deck that can abuse it. I recommend banning.
Earthcraft: Much like Glimpse of Nature, this card can be played quite fairly in Commander for entirely reasonable use. The reason it was banned in Legacy is consistency-of-format based. However, it is still not particularly hard to produce infinite mana (or squirrel tokens, or power, or…) with this card, and any deck that plays it to its maximum potential in Commander is likely to go infinite most times you draw it—and most of the combos with Earthcraft are incredibly cheap and very hard to interact with. One could try situationally banning this card, but the ease and temptation of playing unfair, uninteractible, non-Commander-like combos with this card are too many and too easy. I recommend banning.
Flash: This card is, to my perception, never played for the intended, fair value of giving a creature flash for one and a blue. There are even still perfectly reasonable “unfair” uses on creatures with powerful, but not gamebreaking etb effects or death triggers on turn two. However, consider Flashing in a turn two Myojin of Night’s Reach, removing emblem in response to the sacrifice trigger to force all other players to discard their hands, and then letting it die. That’s somewhere around middling for what this card is capable of. It’s impossible to situationally ban this card, because the things it does are on a sliding scale from fair to broken. I’d rather a playgroup house-rule this card in than have this card simply allowed to win the game on turn two every time it’s in an opening hand. I recommend banning.
Frantic Search: Without the ability to play a large percentage of your deck as cheap or free card-filtering effects, like Preordain and Ponder, Frantic Search is powerful in the right deck but fair, and the untap ability isn’t anywhere near as powerful as others in the format. I do not recommend banning.
Goblin Recruiter: Putting infinite Goblins on top of your deck on turn two is extraordinarily powerful in a deck that can expect to win with two lands and no more by attacking with creatures that cost two or less. In Commander, the effect remains powerful but not broken. I do not recommend banning.
Gush: This is exactly the kind of card Commander should allow that most don’t. It’s powerful when used properly, but without the consistency of 4-ofs and 60 cards, this is a perfectly fair effect. I do not recommend banning.
Hermit Druid: While being absolutely absurd in the right deck, without the consistency of Dredge or various reanimator deck 4 ofs, Hermit Druid would be hard to break. This is a watch list card, but I do not recommend banning.
Imperial Seal: This card costs one mana less than Demonic Tutor but requires you to draw a card to get what you’re looking for. The life loss is utterly unimportant. In the end, the consistency provided here is just as powerful as Demonic Tutor, therefore I recommend banning.
Mana Crypt: This card does what Sol Ring does but worse because it’s free to cast—see Sol Ring below. The life loss is irrelevant. I recommend banning.
Mana Drain: While this card isn’t an early game non-interactive win enabler like most of the cards I recommend banning, a well-timed Mana Drain does so significantly increase your odds of winning that I recommend banning it. This isn’t something that can be situationally banned, because the situation in which it’s broken is that you counter a big spell for too little mana and then have a god turn. The fact of the matter is, every blue deck that would even consider running any counterspell ever should play this card, strictly. That’s severe lack of format diversity.
Mana Vault: This is a great example of a card the arguments for which are always that it’s fair, to which the only response is, how often do you see the untap cost of this card paid? With untaps being either irrelevant, free, or accelerated through a Key or other untap effect, this is a better Sol Ring. See Sol Ring below. I recommend banning.
Memory Jar: This is an even better example than Gush of what Commander can and should let shine. Timetwister (I think correctly, see below) isn’t even banned in this format, so even though Memory Jar is colorless, it shouldn’t either. I do not recommend banning.
Mind Twist: Harsh as it may feel to be on the receiving end of this, I in fact believe Mind Twist to be good for format diversity in Commander. If a playgroup has a Mind Twist floating around, everyone will have to be aware that playing the most common Commander archetype of big mana, big card draw, big hand, has a weak spot. I do not recommend banning.
Mind’s Desire: Once again—this is exactly the kind of madness Commander is for. It’s an absurdly strong effect but it’s expensive enough to be counterable (as long as things like Sol Ring, Mana Vault, Mana Crypt, etc aren’t around to supercharge it out). This is a watchlist card, because this card doesn’t get played to be played fair, but I do not recommend banning.
Mishra’s Workshop: Without absurdly overpowered mana rocks, this card becomes a powerful but not overpowered bonus to artifact decks, somewhat akin to a differently structured Nykthos, Shrine to Nyx for artifact decks. If the artifact mana on this list that I recommend banning is banned, I do not recommend banning Mishra’s Workshop.
Mystical Tutor: This is for blue instants and sorceries what Green Sun’s Zenith is to green creatures—comparable strengths—but Mystical Tutor puts the instant on top of your library, meaning you pay the X in Green Sun’s Zenith next turn rather than this one for Mystical Tutor. Just as with Green Sun’s Zenith then, would recommend banning in decks with more than 1 other cards in the deck that can search up any instant or sorcery from your deck.
Necropotence: Yawgmoth’s Bargain is banned in Commander already, so we can only discuss Necropotence in terms of whether it’s as good as Yawgmoth’s Bargain. Necropotence is better only in terms of mana—it only costs three for Bargain at six, and that matters a great deal. Turn three, your opponents can’t be expected to be able to interact with you in Commander in most playgroups, turn six they can. However, Necropotence tacitly limits you to seven cards if you expect the game to continue, where Yawgmoth’s Bargain only limits you to your life total and the cards in your deck (barring Angel’s Grace effects etc). Necropotence also makes you wait to get the cards until your end step, giving your opponents a turn to deal with the fact that you may well have just drawn a win-the-game combo, or at the very least card advantage that literally no remotely fair deck can keep up with. In the end, those downsides simply aren’t enough. Either card can and likely will be used in commander to simply draw as much of your deck as you can pay life for in order to attempt to win the game either on the spot, in the case of Yawgmoth’s Bargain, or next turn or at instant speed on your end step in the case of Necropotence. Frankly, I expect Necropotence isn’t banned because it bears nostalgia factor. That doesn’t make it any less broken. I recommend banning.
Oath of Druids: This is a bit like Show and Tell, where it’s not that this isn’t a truly broken card, but an oddity of the structure of how Commander works means that every player, or at least most, will have broken things to Oath into, so this becomes a more fair effect. I do not recommend banning.
Sol Ring: I believe the card sold with every prefabricated Commander deck should be banned from it. Consider just for a moment why: every time you have turn one, Sol Ring, it feels great. Every time an opponent has turn one, Sol Ring and you don’t, it feels comparatively bad. The majority of people will be in the latter category every game. Turn one Sol Ring feels bad to be on the other end of in a way that other cards opponents could play don’t. It doesn’t feel bad when an opponent plays a mana rock that taps for less than it costs. They’re doing something fair. Sol Ring breaks the rules of Magic, encouraging broken starts that significantly increase the likelihood of the turn-one Sol Ring player of winning from the start. “Everyone” having it doesn’t even make it fair—not everyone gets it on turn one, and no, not everyone plays the card. Even if we were to accept the argument that everyone has it so it’s okay—which I definitely don’t, on multiple levels—the larger problem comes back to format diversity. Every deck, barring maybe a few color-hungry four- or five-color decks, objectively should play Sol Ring. It’s not even bad enough in the mid-to-late game that any late-game deck would ever consider cutting it for the fear of drawing it late, because it’s better than a basic land at that point. This all implies that the power level of Sol Ring is off the charts, first of all, but the important thing is this: how many cards per Commander deck of yours do you want a lax ban list to rob you of? If you play Sol Ring in all your Commander decks, you could have played something more interesting, synergistic, meaningful for your deck in those slots, but you had to play Sol Ring instead. How many cards would it have to be before you’d lose interest in Commander? Five? Ten? We know if it was 100, Commander would completely lose its intended purpose, a format where uniqueness is literally a rule in the form of “singleton”. We shouldn’t allow a lax ban list to rob us of even one card. Sol Ring is currently the card robbing us all of a card slot. As such, I recommend banning.
Strip Mine: This card can be, and is, played fairly the vast majority of the time it’s played in Commander. It’s very strong every time it’s played, better than a basic land almost every time, which is something Wizards generally bans things for and for good reason. But having access to a good way to snipe out a problem land is entirely within the realm of reasonable play in Commander, not even remotely approaching problematic. In 60 card 4-of formats, it becomes harsh. But as a singleton, it’s not a problem with anything other than Crucible of Worlds. That interaction, especially since most decks that would play that combination would be seeking multiple land drops, is in fact easily powerful enough to be broken even in multiplayer. There are certainly draws that a Strip Mine/Crucible of Worlds player in Commander could have that would be fair and give time to opponents to find artifact removal, but if the Strip Mine/Crucible of Worlds player simply decides to target an opponent they know has no artifact hate first, at the very least that’s one player who simply got uninteractively combo’d out, even if it takes a few turns for the kill to occur. As such, I recommend banning Strip Mine in any deck that plays Crucible of Worlds. 
Survival of the Fittest: If Green Sun’s Zenith should only be allowed in decks without more than one other way to search up specific creatures, Survival of the Fittest breaks that rule all on its own, effectively allowing you to Green Sun’s Zenith infinite times, at the simple, largely irrelevant, cost of discarding the worst creature in your hand—which can be and is often turned into an additional upside. I recommend banning.
Timetwister: If you happen to have this Power Nine representative lying around, I warmly encourage you to play it in commander. It’s easily possible to play this card as a way to search up uninteractible combo pieces, but with 100 cards to sort through and a singleton format, it gets a lot harder and pricier in mana to do that. The intent of this list is not in fact to eliminate non-interactive fast combos from Commander—merely to weaken them from the place they’re in, which is too strong. Meanwhile the card has plenty of fair applications, as evidenced by all the many, many copycats such as Windfall and Day’s Undoing that are powerful but not so much in Commander that there isn’t a prefabricated deck straight from Wizards based on the effect. I do not recommend banning.
Vampiric Tutor: Strictly better than Imperial Seal, see Imperial Seal. I recommend banning.
Wheel of Fortune: Generally not more powerful than Timetwister, sometimes more, but not so much that it’s a problem. I do not recommend banning.
Windfall: See Wheel of Fortune. I do not recommend banning. 
Yawgmoth’s Will: This is another case where the card was correctly banned in 60-card 4-of as a nerf to fast, consistent, uninteractive spell-based combo decks, and the power level of the card is through the roof, but it’s not unbeatable at all in Commander. I wouldn’t recommend banning.
 From the Block Constructed Banlists:
Intangible Virtue and Lingering Souls: This is a two-card combo that was banned in Innistrad/Avacyn Restored block constructed, but has never been too strong anywhere else. I would not recommend banning.
Aether Vial: The card’s strength lies in aggressive creature decks whose converted mana costs never run above 4 or so. Certainly such decks exist in Commander, but with 40 life to get through rather than 20 and Wrath effects aplenty, that strength seems highly counterable. I would not recommend banning.
Arcbound Ravager: I would say almost the exact same thing for Ravager as for Vial, but Ravager is even more limited in scope to only artifact decks. I would not recommend banning.
Darksteel Citadel: See the colored artifact lands, and the indestructible rarely matters on this card unless you’re playing Obliterate or Ensoul Artifact effects. I would not recommend banning.
Disciple of the Vault: Banned from Mirrodin block for the combo with Ravager and other artifact sacrifice effects. If you can deal 40 with this to even one player in Commander, you should get an award. I would not recommend banning.
Lin Sivvi, Defiant Hero: This is an interesting case in that there’s definitely a world in which this card becomes too consistent for Commander. She was banned for finding too many and too specific of Rebels in Masques block to play much else, and if too many more white Rebels or Changelings get printed that are Commander-worthy, this will be comparable to a Survival of the Fittest without the discard. Until then, though, the pieces seem fair. I would not recommend banning. 
Rishaden Port: Rishaden Port is a generally, though not strictly worse Strip Mine without the combo with Crucible of Worlds. I would not recommend banning.
Gaea’s Cradle: Other than being terrible on turn one, this card is broken through and through, and Commander only makes it more so. I can only assume the only reason this card hasn’t been banned already is nostalgia and the fact that most people never have to play against it, given its Reserved List status. In case the reason isn’t obvious, Tolarian Academy is banned and that’s just artifacts. There are even more decks that can abuse Gaea’s Cradle—almost every deck with green in it. I recommend banning.
Serra’s Sanctum: Unlike the two obviously broken cards in this cycle, Cradle and Academy, the Sanctum requires a lot more work to make produce much mana at all, fitting it more into the Nykthos, Shrine to Nyx or Mishra’s Workshop category. I would not recommend banning.
Time Spiral: See Timetwister. I would not recommend banning.
Voltaic Key: Most of what this is broken with has already been banned or is on this list as recommended bans. As long as the thing you untap with Voltaic Key cost more mana to play than it taps for, it’s generally strong but fair. I would not recommend banning. 
Cursed Scroll: This was mostly strong in a very slow format where good burn was hard to come by. Much like Disciple of the Vault, if you kill even one opponent with this card in Commander, you should win a prize. I would not recommend banning.
Squandered Resources: Mostly powerful in Commander as a mid-game all-in play, there are definitely cards like Exsanguinate that this card is very powerful with, but the win is nowhere near guaranteed, and there are other, probably more reliable and less dangerous ways to get tons of mana out of nowhere for big Exsanguinate-esque wins. I would watchlist this card but not recommend banning it.
Thawing Glaciers: A ban from a much slower Standard than we know today where mana advantage was harder to come by. Certainly the strength of the card lies in exactly the kind of format that Commander is, but it’s likely had it’s time to show if it was broken in the format, and it hasn’t. I would not recommend banning it.
Zuran Orb: This card was banned from a time in Standard where Thawing Glaciers plus Zuran Orb was the sick combo of the day for control decks, if you can believe it. Please, please play this with Sanguine Bond for the sick combos in Commander. I will buy you the prize myself if you sacrifice the lands for that. I would not recommend banning it.
 From the Vintage Restricted List:
Brainstorm: Mostly too good with high quantities of shuffling (multiple per turn, every turn, starting turn 1, is the quantities we’re talking about) combined with highly consistent combo decks. The fact that it’s only restricted in Vintage, not banned in anything, is the tip-off to how incredibly good the decks have to be before Brainstorm is too good. I would not recommend banning.
Chalice of the Void: Mostly too good against decks with almost all 1 or 0 mana spells. I would not recommend banning.
Lion’s Eye Diamond: Lion’s Eye Diamond is literally a Black Lotus in 4-of Storm, but other than that, it’s not proven to be a lot. Nonetheless, there are extremely powerful plays that graveyard decks can pull off with this, and as time and deck experimentation goes on, I wouldn’t be surprised to see this card become oppressive in Commander when it works, especially if it can be recurred, and as such I’d consider it a watch list card. I would not recommend banning.
Lodestone Golem: This restriction was very specifically a nerf to the Vintage Shops deck at a time when that deck was too strong. While this card is definitely playable in Commander as well, it’s not nearly the oppressive top end it is in the specific context of the Vintage metagame. I do not recommend banning.
Lotus Petal: As far as I can tell, this card is and only ever has been used to power out a fast combo before the opponents can do anything about it. However, with the banning of the fast-mana artifacts, more creative ways to do that, utilizing Lotus Petal, will become far more interesting, and making fast-setup decks unreliable, though still possible, is the preferred spot for such decks to be in in every other format, and Lotus petal fits that paradigm just fine. I do not recommend banning. 
Merchant Scroll: Mystical Tutor puts the card on top of your library rather than your hand, but Scroll is limited to blue instants and costs one more. Nonetheless, they are comparable effects and in a singleton format, quickly become oppressive in multiples. I recommend banning Merchant Scroll if you have more than 1 other card in your deck that can search for any blue instant.
Trinisphere: The vast majority of this card’s value lies in a format where basically everything costs zero or one mana. I do not recommend banning.
 Removed from a Banned or Restricted List:
A note on this list first, because it doesn’t look like the rest: There are a large number of cards on this list, so I’ll only give full explanations for cards I recommend banning, situationally banning, and watching. The rest, I will at least provide the category of why it was at one point banned or restricted, sometimes more.
Power creep has removed a great deal of power from these cards and nothing has brought them too far back: Ali from Cairo, Dingus Egg, Icy Manipulator, Orcish Oriflamme, Rukh Egg, Copy Artifact, Regrowth, Feldon’s Cane, Ivory Tower, Mirror Universe, Recall, Sword of the Ages, Fork, Land Tax, Juggernaut, Stroke of Genius, Mind Over Matter, Hurkyl’s Recall, Replenish, Fact or Fiction, Goblin Lackey, Thirst for Knowledge, Valakut the Molten Pinnacle, Wild Nacatl, Temporal Fissure.
These cards are still powerful in at least one format (though power creep has probably softened their top potential in order to get unbanned), but their true power very much does not particularly translate to 100-card-singleton-multiplayer-40-life with the alternate commander damage win-condition: Berserk, Underworld Dreams, Black Vise, Hymn to Tourach, Hypnotic Specter, Wild Nacatl, Bitterblossom. 
Candelabra of Tawnos: While this card is no longer broken specifically in Vintage and Legacy where it is legal, that is only the case because infinite mana combos don’t achieve a lot in formats where 1 and 0 mana cards can and will win you the game in just a couple of turns, and Force of Will effects, importantly including Mental Misstep, rule the day and running critical mass of the two-mana lands to make Candelabra work is too unreliable if you can’t stick the Candelabra. In Commander, however, this card creates infinite mana if you breathe on it too hard. The only reason this card isn’t played in every Commander deck is money, and that’s definitely not a reason to keep it off of a ban list. I recommend banning.
Crop Rotation: The power of this card really lies in the question of whether there’s a land worthy of the tutoring power of this card. Currently, arguably the only truly absurd powerful thing to search up with Crop Rotation is Dark Depths (or one of its enablers), but there are other cards situationally as powerful, and frankly, the price of Crop Rotation is far below its power level. In truth, it is dangerous to leave an enabler as powerful as Crop Rotation around—certainly the obvious comparison is Mystical Tutor and Personal Tutor, cards which earned situational bans. However, lands simply don’t have the volume of powerful effects that instants and sorceries do; by virtue of their nature as free plays, Wizards prints very few capable of such things. While the power level of this tutoring is very high, the targets simply are not there yet, and—again, arguably—likely never will be. The number of decks that use Crop Rotation currently is reasonably high—there are still plenty of great value targets—but not unreasonably high. For now there is insufficient cause for concern to consider banning. I do not recommend banning.
Gauntlet of Might: While this always has been and remains a very powerful tool for mono- and heavy-red decks, and Commander is probably the best place to make use of its power, the restriction to mono- and heavy-red decks (perhaps the least popular color in Commander for a variety of reasons) very much reduces the top potential of this card. I would consider it watchlist in case red gets enough efficient and powerful payoffs to make the mana resource imbalance insurmountable when the Gauntlet is played, but that’s among the more speculative watchlist cards on this list. I do not recommend banning.
Divine Intervention: The power of this card literally lies not in giving the player the means to win. While this card is very much out of spirit with the game of Commander, the power level in terms of ability to end the game (if not win it) is very high with combos, (Vampire Hexmage, anyone?) though a bit meager without, given how long it does take to go off. For that reason, while it doesn’t exactly fit my stated criteria for cards worthy of banning, this list can simply advise not to play this card. If ties ever become a powerful thing to push for in the rules of a theoretical future tournament, this could become a watchlist card, but as for now, to remain conservative, I do not recommend banning.
Dream Halls: Turn-5 Omnipotence, or whatever else you’re trying to win with, is frankly too strong. This card doesn’t need to be banned in the formats where it’s legal, of Vintage and Legacy, because there’s no reason to play a 5-drop in those formats, but there’s easily the time for that in Commander. There are far too many ways to turn this into a win if it resolves. It’s as strong as Necropotence, but the cards are comparable in the right deck with a lot of card draw. I recommend banning.
Enlightened Tutor: While there are fewer ways to break artifact and enchantment tutoring, especially if the fast artifact mana package is banned in Commander, the effect is no less game-breaking in multiples. This is a watch-list card, contingent on more artifact/enchantment tutoring creating archetypes that abuse the consistency and versatility of this card, but for now, I don’t recommend banning.
Maze of Ith: While this card can (and does) regularly prevent Commander damage from a single target functioning well as a win condition in Commander along with other more general damage- and on-combat-damage-to-player trigger prevention, the requirement of a tap limits this effect to one target per full turn cycle, effectively turning this card into insurance against a single extremely fast Commander-damage based deck from taking over the game. In that way, at its most powerful, Maze of Ith in fact increases format diversity. It is a card powerful enough to warrant consideration in many archetypes, but almost all of them very much defense-oriented, and it certainly doesn’t generally come with the capability to hate out multiple powerful threats per turn cycle, giving it built-in power checks which most decks which play Maze of Ith do not particularly seek to overcome—not least of which being, people can and do play nonbasic land removal. I do not recommend banning.
Grim Monolith: See Mana Vault. The fact that this costs two mana instead of one doesn’t much matter in Commander—cards that tap for more mana than they cost, especially with ways to untap, are simply far too powerful and especially in a singleton format serve only to unbalance otherwise balanced games. I recommend banning.
Mox Diamond: See Chrome Mox—discarding is generally better than exiling. Therefore I recommend banning Mox Diamond in any Commander deck with turn 5 or faster combo-kills in it, as well as banning it in any deck with Chrome Mox. There’s no reason to ban functional reprints when they aren’t pushing broken, but there’s no reason to treat near-functional reprints as separate, decreasing format diversity further, when they’re very, very strong.
Dark Ritual: This card has gone in and out historically of broken interactions, including in Commander. Historically a large number of uninteractive fast combo-kill decks, including the Braids, Cabal Minion one, have started with “Swamp, Dark Ritual”. Nonetheless, Dark Ritual being reliant on having specifically black mana to start with and being card disadvantage keep it narrowly out of being particularly broken—many black decks don’t play it, and correctly so. Therefore this is a watch list card, and I do not recommend banning.
Doomsday: This card is a bit of a philosophy turning point in terms of a banlist of this variety. Should cards whose purpose is to end the game for at least one person, by either enabling a win-the-game combo or coming short and killing the player in the process, be banned? (Ad Nauseum earns a nod here, but has never been banned in any format, but this assessment can and should be read into with regards to that card as well.) There is little reason to ban such cards whose consistency doesn’t particularly exceed the percentage of the game which that player partakes in. To specify, in a 4-player commander game, sitting down at the table should ideally provide each player about a 25% chance of winning the game. Note that in Commander, this percentage changes with the number of players, so ideally the cards under discussion should realistically either be lowballing that percentage, or be interactable enough that the increased number of players reliably increases the number of players capable of interacting with it. If a maximum-risk-maximum-reward card of this variety regularly proves to increase the win rate of the person playing it to even 10% or 15% above their sit-down likelihood, the card should be considered for banning, in my opinion, though—and this is really the crux of the matter—if the deckbuilding requirements are so onerous that this combo is most of what the deck has going for it, and the combo enabler cannot be slotted into more than a niche several archetypes, the increased likelihood of winning should push up to a much higher 20% or 25%. With the reduction in the most efficient tutoring to find the relevant combo enabler, I believe cards around the power level of Doomsday would not meet that threshold. This is certainly watchlist material, since literally the only purpose of a card like Doomsday is to end the game for the player one way or another, but for now, keeping in mind reduced consistency from the most efficient tutors, I do not recommend banning.
Ancient Tomb: The differences between this card and Mana Crypt is that Ancient Tomb will deal slightly more damage to you on average over the course of the game, but still not a relevant amount in Commander, Ancient Tomb costs a land drop, but Mana Crypt is destroyed by a few more effects. Mana Crypt is certainly the more powerful card, but Ancient Tomb is definitely still in the same vein. I recommend banning.
Personal Tutor: This is certainly weaker than most of the other tutors, but sorceries in Commander are still plenty strong enough and diverse enough to be oppressive with too many of this effect. I recommend banning in decks with more than one other way to search for any sorcery. 
Burning Wish: There are many things that separate Burning Wish from a card like Splinter Twin, though the similarity between the cards is important to consider. Burning Wish’s top power level lies in being able to complete a combo (most commonly in every format I know of, Tendrils of Agony). The reasons to include Burning Wish in a Commander deck, however, certainly extend beyond the 60-card purposes, some of them clearly seeking to break the format. Certainly the “fair” intention of getting back a sorcery that’s been exiled seems desirable to allow graveyard-based spells-matter decks as a fair effect, but there are theoretically two ways this card could become broken, and both are not incredibly far from being so: firstly, in a deck built of two-card combos with the sorcery as a payoff in the sideboard and as many means as possible to search up Burning Wish, and Storm. However, both of those possible decks (and other powerful uses), especially with the removal of the best tutors, reduces the most powerful uses of Burning Wish to a very few niches, which is an acceptable place for a card to be. Those archetypes could easily creep forward in power to the point of making this a watchlist card, or beyond to very much needing a ban, but that’s an acceptable bridge to cross when it comes, leaving this about in the same place as Glimpse of Nature. Currently I do not regard Burning Wish as a threat and currently I do not recommend banning. 
Metalworker: While this can and does produce more mana than any of the other mana rocks I recommend banning, Metalworker is a creature, and thus interactable by more spells, as well as restricting the player to an artifact-heavy build, like Mishra’s Factory, leaving it, without the fast-mana package, in a place like Skullclamp where it provides a powerful effect for a deck with little else comparable. Similar to Skullclamp, I would consider this a watch list card, but do not recommend banning.
Sword of the Meek: The combo with Thopter Foundry is certainly powerful in Commander, probably more so than in Modern, where that combo has yet to actually take off since becoming unbanned. The combo is hard enough to interact with and powerful enough that this is a watch-list card, however, I do not recommend banning.
Entomb: Certainly this is a powerful combo with Animate Dead and similar cards, and Wizards has stopped printing this effect as efficiently as this, but the fact that Wizards has done so in and of itself is a nerf to the strategy. Jarad’s Orders and even Buried Alive simply don’t quite match this for efficiency in the ways necessary to make Entomb a consistently fast enough plan to be reliably uninteractive resource-balance-breaking. At present, and likely for as long as Wizards continues their decision-making on this topic and the most efficient general tutors are off the list, I do not recommend banning.
Worldgorger Dragon: Certainly this is a two-card combo with Animate Dead capable of much. However, by themselves, the two cards don’t actually kill, requiring one of several possible enablers to kill, as well as a discard outlet ahead of time, making it at least a 4 card combo in truth. While sometimes a Worldgorger Dragon deck will find its pieces and combo-kill on turn 3, the statistics necessary to do so are likely acceptably difficult. Splinter Twin, by comparison, needs only find one of its several targets to be capable of a turn 4 (or even 3 with commonly available turn 1 acceleration) kill, with a much higher likelihood of finding its other piece in time for the early combo. This, and Entomb as well, should demonstrate a philosophy as well—this banlist does not seek to end all fast combo-kills, only to make them sufficiently difficult to pull off that they fit with the rest of Commander’s power level. I do not recommend banning.
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