I mean, sporting events are a totally different class, but sure some are very expensive. They are expensive for legitimate reasons though usually (you need a lot of land). Magic is only expensive because they choose to make it expensive.
The loss of re-selling is still significant, with exception to only a few cards. The “collector” portion of Magic’s hurts the “game” part of magic.
Wizards could make significantly more money by reducing cost. These cards are highly elastic. If you provide a cheaper supply, you will get more demand. The game will end up with more users, those users will have a better experience (shorter match finding, more bloggers), and other benefits of having a larger more popular game.
This is getting off topic though. My main point is that through Restricting everything you reduce the need to keep purchasing play sets of expensive new cards. At most you need to get 1.
Its not, sure there are some rares/uncommons/commens that become playable, but there are still a number of mythics. The most recent card that I would like to play, but can't reason the sticker price is Wrenn and Six, the is $70 a piece that's $280 for a playset. That's an absurd price point. I can buy an entire gaming system for that amount. I can buy at least half a dozen other games for that amount.
To top that off, I am paying real dollars just to even play the game against a decent opponent online (sure there are prizes, but they pale in comparison to the entry cost).
When there were actual physical cards and store fronts to support, I could understand the cost (at least a bunch of the money was going to someone I knew), but its mostly an online game now (especially with the pandemic).
I'm pretty sure this is the most expensive game out there (at least the most expensive that I am aware of), and its not even remotely close.
My stance has remained unchanged. Restrict everything. Other than basic lands of course. The format will gain significant stability.
The constant rotation over the last few years has been a huge turn off for me. By the time I get around to building a working deck with the new cards, another restriction or major printing occurs. I simply don’t have the time to devote to the game, like I could as a college student. I think there are a number of other players in the same boat.
The other issue is that the cost of playing is still very prohibitive. Not just with the reserved list that will just keep rising, but the new cards are rarely ever cheap. The mythic rare system along with these limited release sets are a blight on the game. Dropping $50 on 1 copy of some random new card every time they do that is just an awful feeling. The game is expensive enough just throwing money at entry fees.
This Hatebear list of mine is a year old, but no 1 toughness creatures:
The recursive spell aspect might certainly have some non-traditional spells that are much better than usual.
I’m not sure about Fogs, but they could slow the Bazaar decks by about a turn (maybe 2 in Tangle’s case). If an extra turn is enough to get to a loop then sure. It could be like Veil of Summer in a sense against those decks, which makes me think you may also want a copy of Veil of Summer.
Tabernacle is not a good card, in my opinion. It requires a GY hate card, or Wasteland support to win. If you were playing it as hate for those decks, I’d certainly look elsewhere given your main deck doesn’t play Strip/Waste.
Are there other strong sideboard spells that maybe we are missing?
One other suggestion that I would have is to look at Collector Ouphe or Null Rod for the sideboard, at least as a singleton. These cards don't impact the list itself so having them available is a great option of to beating all of the artifact heavy decks (and even just a stray Tormod's Crypt).
Ummm... Uro is a 3 mana spell initially and then 4 mana to "flash" it back. Its still drawing you cards, gaining you life, and smashing for 6. I don't know why you think its only function is as a Fastbond effect. Fastbond comes down 2 turns earlier.
The deck revolves around using its "singleton" Gush to iterate its primary combo of Gush + Sanctuary. It is going to be casting Gush, not just once, but near infinite times if you can assemble Gush + Sanctuary + Fastbond. That may be unnecessary in most games, but a singleton Fastbond opening up that line of play can be significant.
Me suggesting a singleton Fastbond is a very minimal change to the deck's overall strategy. I don't think Crucible or Strip mine make sense for the deck as currently built. It plays no mana denial, and the Explore effects its playing can't use Crucible.
It sounds like you are making significant alterations to the deck though if you are going to add more Snow-Lands and a bunch of cards that function with them.