Alright, so he's been touched on here or there, mentioned once or twice, alluded to and even mentioned by name once or twice, but with the new forums on the go, I think it's time we talk about block 3's best man, and probably biggest problem.
J. Talbain 3 Dot.
Lets get his stats symbols and abilities out of the way,
6/28
All/Good/Water
At the beginning of your Combat Phase remove all Moon tokens on this character, if you did not remove any Moon tokens add 1 Moon token to this character. While this character has at least 1 Moon token, you may discard and draw up to your hand size during your opponent's Review and Draw Step and though it were your own.
After any player plays a foundation, their opponent may add a foundation they could normally play to their staging area committed from their hand.
And now I'm going to say the forbidden phrase on the old board.
In this current incarnation, I believe J.T should be banned from competitive play.
Why? I'll do my best to explain.
1. He breaks the fundamental rules of the game, a few of them actually. J.T Barely needs to follow symbol on his foundations, can play a higher difficulty curve the most decks can manage, uses his foundation drop and Handsize tricks to win the board size race 90% of the time and his deck forces you to play his style of game, except his plays it better because it is built for it and has the abilities to back it up.
2. There is no Viable counters or sideboard for JT currently in the game, and making one that would be effective would likely hurt the game. What cards do you put in for your sideboard against JT? More Attacks? Some Damage Pumps? Something to try and let you win without foundations? There is no cards that REALLY hurt JT specifically in the format. Lynettes is the closest. You cannot stop his abilities at all, there is no trigger to target, and his draw works in a unstoppable way. IF you printed a counter wouldn't it be a ridiculously strong card? Something that blanks his abilities or stops his draw dead would be a staple in ANY deck and while strong enough to slow down JT, would probably be super effective against everything else that is even a little bit like JT.
3. His vitality total is wayyy too high for the already obscene strength of his abilities. The Best way to beat a JT is by straight forward attacking him, and forcing him to build, and letting you build off his, the problem with this is, he has 28 vitality, taking down 28 vitality without any real board presence or advantage is not just difficult its nearly impossible.
4. When you are playing against him and allowing him to use his drop down ability, his deck mills at a slower rate, giving him a longer staying power in a dragged out game. Milling him is nearly impossible when he only makes a few control checks a turn and then sits on his hand and builds without control checks, you can take this advantage away by forcing him to build by attacking, but if your trying to win by mill, you need to build or you will slowly die to his hardchecked attacks.
5. JT will continue getting stronger every set, and never really lose any power level. Everytime a good asset comes out, JT gets better, He can get away with playing a abnormally high count of assets due to his hand size cheating and ability to play them without problem. More and more cards will continue to come out and support him and his ability to do this. Very few cards have come out to date that have stopped static abilities(Yoga Jab is the only thing I can think of) so there is no reason to believe more will come out, they are a incredibly strong effect that only belongs on a handful of cards, and they are just as effective, if not more effective against everything else that is not JT as well.
6. JT has no bad matchup chars, only ones that are less in his favor then others. No char can come across the board and make JT go "Crap this is going to be a uphill fight". To date I can think of two chars in Block 3 that are Harder on JT then the rest of the playing field Ibuki 4-dot for her ability to play attacks consistently without foundations, and Guy, his speed pump becomes a nightmare when your hand is full at the start of every turn(reusable +6 speed pump yes please!) and the ability to deny the momentum necccessary for a moontoken lock via fight or Flight. Beyond those two JT just outright beats up on everyone else. The better chars do better against him, but he fears nobody.
All of these points, and this is without even considering his ability to stack the 9 handsize with a moontoken version of himself, another unstoppable effect combined with his draw, and his ability to maintain moontokens with some ease by using the already strong Fight or Flight. Does any deck have better then a 50% chance against a 9/28 who redraws his entire hand at the start of every turn? I say no.
A lot of competitive players have known he was going to be a problem from the second he came out, Pre worlds 2008 The Olexa playgroups common subject talk was how terrified we were of some rogue JT deck that would be unstoppable and take this worlds, and we were almost right.
Goo(Jihan) from New york came with a absolutely devastating build of the wolfman that basically let the opponent lose the game, he just kept playing until the opponent played their deck out trying to keep up on board or kill him. His deck was murder on everyone and tore it's way into top cuts. The sad thing about it is there was a few chars that were rough on JT in Block 2, but most are rotated come block 3, also suzaku, ibukis ace in the hole against him is gone. Goo ended up getting bounced in topcuts to a Cervantes hack deck that really I'm not sure should of won that matchup, if you played those two again 10 times ina row, I believe goo's deck would win 8 of those times, but it happens.
Regardless, that was just the tip of the iceberg with him, he forces you to play his game,he is uncounterable, and basically he is unstoppable.
So I say, the wolfman has to go.