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The Real Reason Commander Players Don't Play Removal 

Distraction Makers
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An Indie Dev and a AAA Dev discuss externality, or the unintended costs associated with actions, and its effect on the Commander MTG format.
Hosts:
Forrest Imel forrestimel.com/
Gavin Valentine www.gavinvalentinedesign.com/
Join the Distraction Makers Discord: / discord
Thumbnail Artwork: Mirrodin Avenged by Scott Murphy

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6 май 2024

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Комментарии : 287   
@sambrown7691
@sambrown7691 Месяц назад
On the point of land destruction, my experience is that people generally don't mind targeted land removal - arguably one of the reasons that beast within has been a staple for so long is that it targets anything, lands included. The issue is mass land destruction, or blowing up lands as a thing your deck just does all the time. It takes interesting games and grinds them to a crawl. That said, you guys are correct about the concept of giving something "social hexproof" being problematic. But any time I've ever strip mined a cabal coffers or ancient tomb the table is cheering, except for that one guy, but fuck that guy
@Ent229
@Ent229 Месяц назад
Correct. Targeted land removal is there for the dangerous lands. Chaos Warp that Glacial Chasm/Cabal Coffers/etc. People don't mind removal of threatening lands.
@Auron3991
@Auron3991 Месяц назад
Some of the coolest plays I've seen have come as a response to playing a land sweeper. Wrath effects need to be used responsibly, but to consider the entire idea off the table is unhealthy. And, even if the game is set back to start, at least individual turns go by quickly. Instead of the decks I've dismantled because they took twenty to thirty minute turns and didn't have the curtesy to actually end the game. It's the reason one of my decks is built to use Obliterate and Worldfire as an attempt to end the game instead of being an extra turn deck. I don't know if taking a bunch of extra turns would end any particular game, but the entire table would have to find out together. And the people I encounter complaining about mass land destruction play dedicated stax or throw a fit when an otherwise poor deck happens to get a perfect draw. I know what conclusions I've drawn from this.
@mitrimind1027
@mitrimind1027 Месяц назад
When the land can do busted things then it's a very fair removal target.
@wesleywyndam-pryce5305
@wesleywyndam-pryce5305 Месяц назад
*it makes games interesting fixed it. land destruction, stax, color hosers, board wipes, removal, these are the cards that make games interesting and fun. I swear like half of commander players HATE magic.
@wesleywyndam-pryce5305
@wesleywyndam-pryce5305 Месяц назад
​@@Auron3991 "oh but those pesky stax players" you're just as much of a problem as the people who whine about mld. anyone who groans or whines about ANY strategy I encourage to find a different game.
@GreenironBat
@GreenironBat Месяц назад
So as someone who has enjoyed listening to these two, and as someone that enjoys a commander game now and then - it’s interesting to me how much they analyze why they believe commander does work. Here are my disorganized thoughts: 1. Commander is a three-body problem. 1v1 is difficult enough to ‘plan’ around, but 4 players choosing from hundreds of thousands of cards is going to be a shit show. It’s simply not risk or catan that has 3 options. This is near-infinite options. And I think that’s what people like about it - there’s a mystery box of promise that you’ll see something interesting, stupid, funny or clever, and you’ll be inspired to go home and play with an idea you saw. 2. Besides this episode they talk a lot about how some of the options “feel bad” or how threat assessment comes into play. The social element here can’t be understated. You must first make sure everyone is on the same page. Everyone has to be cool with how petty or how friendly the decks are. The other part of this is yes- playing a card may put a big target on your back - so you’ve got to work the table and sway your opponents minds. I’d argue that most of commander IS that social experience. A weaker deck can come out ahead because two titans at the table decide to battle it out to sweep the weaker, but leave themselves too vulnerable after. 3. My buddies that play commander are from vastly different levels of experience, and I feel like commander evens the field. I like the feeling that we all have a reasonable chance of winning, but that there’s so much table talk and rules lawyering and fun argument that it makes my friends who don’t play as much better players too. Anyways. Thanks for coming to my TedX talk. I will not validate parking.
@TheVeriOra
@TheVeriOra Месяц назад
Sounds like you could, but refuse to go through the trouble to do so
@dannydubs86
@dannydubs86 2 дня назад
I think there's another element that's really important for commander - winning isn't everybody's main goal when playing Magic. There are lots of cards that have really cool effects and there are tons of really cool synergies that require tons of setup or fold under the slightest pressure. Those cards are unplayable in any mildly competitive environment, but they can be exciting and inspirational, and some people might just want to play with those cards. When I first started playing commander over a decade ago, the format almost felt like it was explicitly designed to give those crazy cards a place to live. Being multiplayer takes pressure off each individual player, giving them more room to put together overly complex combos. Being singleton decreases consistency, making it less likely to see incidental counters to your cards. As such, commander allows you to play cards and strategies that aren't viable anywhere else. Doing whatever thing your deck is designed to do can be a ton of fun, even if you end up losing. And that perspective lends itself to the "no removal" playstyle because of the variance from the 100-card singleton format. Why would I fill my deck with removal when I could instead include more cards that help me do the thing I'm here to do? I think part of the current problem with commander (and part of the reason there are so many videos and discussions about topics like this) is that Wizards has changed how commander feels by designing specifically for it. I think it USED to feel like a home for crazy cards, but the ever-growing array of cards designed for commander has pushed more of those crazy cards out and attracted more competitively-minded players. That creates conflicts - if a competitive player is at a table with someone who just wants to play with some weird cards, somebody's not going to have fun, and everybody's going to blame someone else for missing the point.
@tobyyasutake9094
@tobyyasutake9094 Месяц назад
A board game that leans into the problem beautifully is Inis. It is the king of "you deal with the problem." "No, you deal with the problem."
@distractionmakers
@distractionmakers Месяц назад
Looks interesting! We’ll check it out!
@sleepyzeph
@sleepyzeph Месяц назад
this incentive structure is what i feel is most disappointing about every battle royale game. fighting is almost always the wrong choice because you spend your resources AND risk dying, losing instantly. but, fighting is the fun part of the game, so players feel like having fun is the wrong way to play. and it also means when you play to win, another player/team forcing a fight on you (because fighting is fun) feels almost like griefing. they're doing something that hurts both you and them, and only benefits the potential third team who isn't involved. and that just breeds resentment and frustration among your community...
@Dupernerd
@Dupernerd Месяц назад
This is broadly true about the core concept of a battle royale game, but these games solve this problem in a couple different ways. First, killing other players is rewarded with something that makes you stronger; better weapons, more health, etc. And second, a time limit is enforced by a steadily closing play area. The combination of these two factors means that all players will inevitably be required to fight, and that players who fight more throughout the game will be better equipped than players who don't. "Never fight anyone" isn't a viable strategy in most battle royale games. Interestingly, MTG has started using similar strategies to fix these problems in Commander. Mechanics like Monarch, Initiative, and Goad reward/require combat and help push the game along.
@Quincunx_5
@Quincunx_5 Месяц назад
@@Dupernerd This is part of why I like Goad so much. Aggression that pushes the game state along, but that specifically forces your OPPONENTS to fight each other, so that the person doing the Goading isn't in nearly as much danger, and they're able to try and make their opponents perform 1-for-1s against each other (ideally with stuff like the Impetus auras, so the target is goaded until it dies). Without needing to tap your potential blockers, you're still able to send *something* aggressive towards your opponents and apply pressure. And since you aren't the one choosing the attack target, you're (partially) able to avoid the pushback that comes from picking someone to victimize.
@jaysuede2627
@jaysuede2627 Месяц назад
To everyone who falls too deep into the idea of "hurting themselves" with 1-for-1 removal, please remember this: Losing because you packed insufficient spot removal gives you much more card disadvantage than going down the removal spell.
@dwpetrak
@dwpetrak Месяц назад
This. In a multiplayer format, 1-for-1 removal/interaction needs to be played to either protect yourself or to stop someone from winning or you are disadvantaging yourself. Let them hurt each other as long as you don't need the other(s) alive. Protecting another player can get you unspoken favor from them which can make the difference in a game (and in future games when you have developed that reputation). Note: Protecting yourself be preemptively kneecapping an opponent so they can't develop fast enough to be relevant.
@laytonjr6601
@laytonjr6601 29 дней назад
One-Sided board wipes are so much more efficient than 1 for 1 removal
@jaysuede2627
@jaysuede2627 29 дней назад
@@laytonjr6601 Yes, but not really my point.
@dwpetrak
@dwpetrak 29 дней назад
@@laytonjr6601 Yes they are, Captain Obvious! 😄
@patrickmcathey7081
@patrickmcathey7081 27 дней назад
However if your the only one at the table that doest you have huge advantage. This is prisoner delema
@CyrisAeon
@CyrisAeon Месяц назад
Commander is complicated Munchkin.
@vittoriosavian9964
@vittoriosavian9964 Месяц назад
Because people want to believe its not munchkin, while by rule and in fact it kinda is
@CyrisAeon
@CyrisAeon Месяц назад
@@vittoriosavian9964 Yeah like, I don't mean that in a bad way at all. The political and social play patterns of Munchkin are super interesting, and Commander layers a bunch of extra rules on top of that. Like implementing a MOBA inside a RTS game.
@Knokkelman
@Knokkelman День назад
Haha, perfect, came here to mention how much this reminds me of Munchkin. I quit Magic 20 years ago, never played any multiplayer Commander, only recently undusted my cards and now I'm trying to catch up a bit, mostly with youtube videos. But we used to play some Munchkin during those 20 years, and, let's be honest, most of those games ended pretty stupid, like, everyone throwing all their stuff against the one player trying to win, way more than actually needed, and then, with no more disruption in hand, next player in line would just win easily. Since we didn't play that regularly and with the same people, most of them wouldn't really "learn" anything from it and nothing would change... I guess another problem was that some people played to WIN, while others just wanted to have a nice evening with friends, without thinking too much, or making anyone "angry". Also, the fact that in Munchkin, you can help someone and negotiate a reward was kinda abused by the couples, who would sometimes help each other for no reward, just to be nice to each other... disgusting... imagine playing a multiplayer game and NOT hitting your significant other the hardest 😆 Well, I guess now I know with whom I might try to play commander and who to avoid for even mildly competitive games.
@a_guy_in_orange7230
@a_guy_in_orange7230 Месяц назад
Something else is in a 1v1, you don't remove the you can fairly safely assume that suckers turning sideways and straight for your face. In commander, it starts out as a 1/3rd chance is coming at you but 2/3s chance it's going somewhere else which can be influenced by the ever present politics and it's basically like you had the on your side. Why would you spend your cards to remove something that can help you?
@Mando0Melkor
@Mando0Melkor Месяц назад
During my time working on my lgs I helped a lot of players on their commander decks and the usual frase I would use is "how much interaction you play? Retorical question, double it." The problem in more casual commander is not noticing that the best way to win is stopping you friends of winning.
@TastySnackies
@TastySnackies Месяц назад
Honestly I think the core issue that’s wrong with Commander is that the inclusive aspect is antithetical to what the core game is, and that issue is exemplified by the culture of players who see the format as a “board game version of Magic” If each player didn’t have their own respective life totals, then it would be understandable why the community acts the way they do about Commander. But at the end of the day, the game has to end, and there has to be three losers no matter what. It truly is a shame that new players are introduced to MTG through Commander, without having any understanding of the inherent etiquette of creature battler card games. Instead, they learn that Magic is a safe-space-simulator, because of the modern culture surrounding Commander. It’s pretty much just “good vibes bro” which itself is fine, but WOTC’s decade-long push to prioritize Commander over Constructed is that now Constructed players either have to cater to handicapped pods/playstyles, or exclusively play CEDH.
@Starkipraggy
@Starkipraggy Месяц назад
so playing magic shouldn't be a safe space? are players supposed to envision playing magic as a means to deal harm to their opponents? On the flip side CEDH is just as cutthroat if not more so than regular 60-card so I don't really understand your hate towards it. There are creature-based CEDH strategies just like there are spellslinger-combo-based 60-card strategies. You seem to be implying that Magic must be played with creature-first strategies but what makes it an enduring game is that it doesn't have to be that way.
@jaredwright1655
@jaredwright1655 Месяц назад
​@@Starkipraggythat's not what he said at all
@vittoriosavian9964
@vittoriosavian9964 Месяц назад
​@@Starkipraggy it should be a safe space in the sense that i treat the other person woth respect, not that i dont play certain unbanned cards because you dont want to see them. Its a different thing.
@NatFreeman666
@NatFreeman666 Месяц назад
this comment is dead on. great take @tastysnackies
@The_Dying_Rose
@The_Dying_Rose Месяц назад
I never knew that commander was supposed to be a game where there shouldn't be removal and an acual attempt to win. I was never taught this and never taught that to others, I just enjoy playing regardless of whether or not I'm losing or winning, I'm playing the game to win, the decks I use are designed to win. Whenever I'm teaching someone how to play I'm teaching them how to win using whatever you can, removal, ramp, boardwipes, counterspells, land destruction if you really want. I always pictured commander as a subformat in mtg where everyone is locked in a war, and in a war you don't want to go easy on your enemies, and I don't want people going easy on me.
@Trisket
@Trisket Месяц назад
Reminder: maintaining card advantage is more important than going down a card to not lose :^)
@ajh22895
@ajh22895 Месяц назад
It's a big problem in Worms. If you allow Jetpack, it's just going to create a kingmaker final 3.
@7218234
@7218234 Месяц назад
as in worms armageddon?
@Pinko_Rosso
@Pinko_Rosso Месяц назад
04:09 "Games, uh, simulate real-life..." Harry S. Truman played board-wipes... two of them. Just not globally as some scientists originally feared might occur. If he were alive today, he might lean more towards playing Cyclonic Rift rather than Farewell.
@Groovemancer
@Groovemancer 27 дней назад
I tend to include 10 pieces of single (or multi-targeted) pieces of removal and 2-5 board wipes in my decks and I try to include Beast Within and Generous Gift style cards in any deck that could support them because of their versatility in being able to hit any permanent, lands included. I've been on the receiving end of many Strip Mine loops and other single targeted removal for my Cabal Coffers and the like, so I am all for targeted land destruction. One of my favorite experiences of land destruction was when I was stuck on 3 lands into the late game while one of my friends, who had been ramping the whole game, decided to target all 3 of my lands with their Terastodon, blowing up my only lands as a joke, despite their being other viable threatening targets in the game. Sometimes removal will help win you the game by removing a big blocker or a key piece of an opponent's preventing you from winning. Sometimes removal will save you from outright losing, hopefully keeping you around to eventually win. Other times, you can kick your friend when they're down or blow up a friend's favorite card that had little to no bearing on them winning or not and they just wanted to play their pet card. My point is, just play removal of all kinds and play more of it. Commander games are more interesting when there's interaction instead of everyone playing solitaire.
@tristanescure7384
@tristanescure7384 Месяц назад
The thing with Commander is that it also has the intent of "I get to use the cards in my collection" so it's kind of stuck with the rest of Magic
@aidenwalsh4320
@aidenwalsh4320 29 дней назад
I guess I just naturally work around this in deck construction. I find ways to use my good cards as removal and have modular cards much more than was intended. More options in the same 100 cards and then I can just run removal for "free" the cost is just deck construction
@errrzarrr
@errrzarrr Месяц назад
The more you bend rules to be "fun" and "social", the less fun and social it is. I've seen people arguing bitterly about these _non-written rules_ instead of actually playing and having fun. At our LSG we have this year more fights than we have had in the last DECADE. Yes, fist fight about "fun" and non-existing rules
@MagicManAleister
@MagicManAleister Месяц назад
Lol please record that itd be wild
@distractionmakers
@distractionmakers Месяц назад
Yikes
@user-rw5zw9wi2q
@user-rw5zw9wi2q 28 дней назад
Welcome to the Commander experience!
@thebigsquig
@thebigsquig Месяц назад
I keep imagining a king of Tokyo style of commander where a player is always king. Who that player is can change throughout the game, much like the monarch, haven’t decided how. But, the kings creatures all have myriad and their single target spells/abilities get copied for each other player. A constantly changing archenemy
@xellsunday
@xellsunday Месяц назад
Im 9 minutes into the video and you also havent mentioned one of the core issues of edh. threats have become stronger but removal has more or less stayed the same. the only thing that has gotten better in a vacuum and because threats have become stronger: boardwipes. because of the 1vs3 uphill battle Im much more incentivized to deal with all players at the same time. but this is only true if all decks are equal. if my win conditions or threats match my opponent then we can trade threats. but if my win condition is weaker then even if I use removal wether its inefficient single target removal or boardwipes im still gonna be behind.
@jmanwild87
@jmanwild87 Месяц назад
I presume that's mostly because Threats started out so much weaker than removal. Swords to Plowshares was printed way before any of the more modern targets you'd see it used on. So Threats had a lot of catching up to do. Though there are still some really strong answers being printed. Say Farewell and the Black board wipe similar to it that was spoiled in MH3. Or the evoke elementals in MH2 Hell just in recent standard sets we have the spree removal spells like 3 steps ahead and Final Showdown Cards like bitter triumph, Get Lost, Pile on Stroke of midnight anoint with affliction in poison decks Sunfall All of which are commander playable Hell pest control is probably a meta call in edh but is seeing play in Legacy
@ianwhite7246
@ianwhite7246 Месяц назад
Something on removal spells too is I think too many removal (when used) is used on 1 for 1 or complete removal. there are mini sweepers like dismantling wave which I’ve pushed friends to run more. It’s a 1-3 ratio and puts you more in line with 1v1 removal. Something also is unlike a board wipe like farewell you don’t reset the game essentially and rather gain a mana /temp advantage.
@agentkhaine2204
@agentkhaine2204 Месяц назад
This! I listed a bunch of creatures such as Massacre Wurm and Sheoldred // The True Scriptures in Excel, then scored them based on how well they interacted with multiple opponents. It’s been great for having a 3-for-1 as the floor.
@wesleywyndam-pryce5305
@wesleywyndam-pryce5305 Месяц назад
those are control spells. you wanna throw together esper control in commander its 3 for 1s all day. for every other non control deck you only need low costed instant speed interaction to remove immediate game ending threats ONLY IF they end the game for you. otherwise just let people pop off.
@shadowfox513
@shadowfox513 Месяц назад
Yeah, fundamentally correct take, at least within the first minute of listening. Single target removal is card disadvantage in a 4 player game. I'm mostly on board wipes and fogs, with one or two instant speed single targets for emergencies.
@jmanwild87
@jmanwild87 Месяц назад
Generally speaking I've found that playing mostly single targets but knowing what to hit and when along with a few board wipes for emergencies can work just as well as like 5+ board wipes and a few spot removal cards. Also it helps to recognize that removing a player when the option is available to you makes it a lot easier to handle
@RandomCommenter955
@RandomCommenter955 Месяц назад
The monarch mechanic except its for permanent destruction.
@joshbowdish9851
@joshbowdish9851 Месяц назад
~2:30 you allude to this in a bit but, after a few games against decks like that, you kind of have to treat them like they're a threat all the time. Every deck ends up reaching a point where they win if they untap, those decks just need less on the field to do it. My point is you can absolutely threat assess against a deck that has nothing on the board. Don't get me wrong, the lack of permanents definitely helps obfuscate your power level, but understanding the plan of the deck and the player matter way more.
@jmanwild87
@jmanwild87 Месяц назад
Yeah. Generally speaking, those kinds of decks only really get to take advantage of that once or twice. If i know you have a 2-3 card combo in your deck that just wins you the game on the spot I'm putting pressure on you from the jump. Because i don't know if you'll just untap and win on turn 7.
@sithapprentic03
@sithapprentic03 Месяц назад
can we see the cat?
@00101001000000110011
@00101001000000110011 Месяц назад
my favourite part of the podcast is when cats come about
@GerBessa
@GerBessa Месяц назад
Yes it's on the right toward the end of the video.
@Mostexcellant69Dude
@Mostexcellant69Dude 25 дней назад
anyone else wondering the cats name? lol
@devilzelink
@devilzelink Месяц назад
I really, really enjoy your channel and subjects. Thank you
@Fluffkitscripts
@Fluffkitscripts Месяц назад
My problem is that there’s a lot of mutually exclusive kinds of things that need dealing with. Creatures are easy enough, but they’re liable to come back from the graveyard and undo your play. And sometimes they come in army form, which laughs at spot removal. Artifacts show up pretty reliably as mana rocks, but they’re not always the threat. Enchantments appear less, but they’re much more likely to be important to the game plan when they do. Spells? Good luck if you’re not in blue. And then there’s lands. Is something flickering? Exploiting ETBs or death triggers? Do you need kill spells, ghostly prison effects, board wipes, protection, graveyard hate, counterspells, or other hate pieces? Who knows whether it’ll be your game-winner or a dead card? That just doesn’t feel fun to me.
@distractionmakers
@distractionmakers Месяц назад
Agreed. There’s too many threats to answer. You’re better off using counterspells that double as a way to hinder your opponent or protect your win and play a very proactive game plan.
@NARFNra
@NARFNra Месяц назад
I've generally only had pretty bad experiences with Commander because of the fundamental way in which you need to be playing with a group of people who agree to play in a specific way before the game for it to work, and it's interesting to me sometimes to see how different a lot of people's time with it is. I think that even if your goal is not to win the game, what I want to get out of the game is an interesting set of interactions - I'd like to get to make meaningful decisions. One of the crazy and kind of insidious things about the negative externalities situation is that it can screw you over even if your job isn't to try to win at all costs! Any time and effort spent targeting someone else is resources you could have been spending on doing your goofy value play or whatever that you wanted to pull off. If your only goal playing the game is to try to get to your interesting silly thing you came up with and wanted to build your deck into doing... then you're ALSO incentivized to focus on yourself because if you remove stuff you don't really get to develop much. Ironically though by doing this you often end up unable to do the things you wanted to do anyway, since if you progress too much people target you, and if you don't interact too much it's likely someone else is going to combo off or whatever and instantly ruin your attempts to achieve something. It's a really tricky situation
@distractionmakers
@distractionmakers Месяц назад
It is quite tricky and often requires players to build their decks to support it and play the game in a more collaborative way. Those things aren’t in the ruleset, they are just a way of playing commander players have determined as the best way to play and varies by play group. As for your example of focusing on doing the thing. The issue is if anyone’s thing wins them the game. If they do the thing first everyone else doesn’t get to do the thing. This leads to a race to the top of doing your thing the fastest and most efficiently to make sure you get to do it at all. Basically cEDH.
@user-mg4cn6wm1u
@user-mg4cn6wm1u Месяц назад
I've found control decks to be a powerful answer to "how do I do my thing and also not randomly lose". My thing in a control deck is interaction and building card advantage at the same time, slowly winning.
@samnelson9689
@samnelson9689 4 дня назад
I would say land destruction stigma is primarily against mass land destruction or repeatable loops, people dont really flinch at things like a ghost quarter, or removing a problematic land.
@DanielRedMoon
@DanielRedMoon Месяц назад
My first Commander deck was a removal-only Toshiro Umezawa deck. I had a lot of fun just getting in the way of people! To this day, I would rather play a mostly-removal-only Deck (and enjoy it over "trying to win")!! Still, I learned that first game that not everyone likes Removal, even if I did.. specially in the form of "Death Cloud" 🤷
@distractionmakers
@distractionmakers Месяц назад
I love death cloud 😆
@hellNo116
@hellNo116 Месяц назад
speaking of people having this grudges, i have a friend who works in our lgs who when i told her that i want to play commander with her because i want to see what she would build in commander, she told me that she wants to play with us to beat someone that comes to the shop who gets to her nerves. people can have grudges against people they haven't even played a game with before. and if you ask me if board games gives us the opportunity to punch someone in the face without having to be violent, that is a great new application i couldn't have thought of. :p also something that many don't do in commander because we try to be kind is that even when we could take someone out of the equation with one removal we don't do because we want to be kind and let them play the game. which is good practice as a human being having a social interaction and a terrible strategy to have around the table.
@vittoriosavian9964
@vittoriosavian9964 Месяц назад
I mean, good for you. Doesnt mean that if i destroy your only blocker im a bad person. Lots of people dont understand this concept
@hellNo116
@hellNo116 Месяц назад
@@vittoriosavian9964 i meant more like stack on 3 lands a and 4artifacts and you play vandalblast to cut them out of the game.
@jaceg810
@jaceg810 Месяц назад
in my newest deck, I somewhat solved this one for one problem by having a deck based around small creatures / artifacts, where most of my removal package is boardwhipes that destroy every big creature / up to a certain amount of total power etc.
@arjunheart5859
@arjunheart5859 Месяц назад
I didn't run removal in high school because I was over-conscious of effects that would steal my cards. So whatever removal spells I did run couldn't hit anything I had in my deck.
@Crushanator1
@Crushanator1 Месяц назад
i think itd be interesting to see more Battlebond style effects like, expensive removal or board wipes that allow other players to help, and maybe do something like draw cards if you provided mana
@alexnunes6389
@alexnunes6389 Месяц назад
I wonder if you ever played Forgetfull fish, another really fun format played with mtg cards that, in my opinion lends itself way better to the mtg mechanics.
@VultureXV
@VultureXV 12 дней назад
Back in the 90's we called this the "Mario Party Effect." Everything is incredibly social but at the end of the day it is a 4-person FFA and only ONE can win. Kids strangled each other with controller cables and rubbed a patch of our skin clean off the center of the palm to win.
@alextracy9076
@alextracy9076 Месяц назад
Do you think the addition of benefits for targeting opponents' stuff (Hinata, the new Marchesa, etc.) helps to shift this balance? I think the crime mechanic is an attempt to get players to be more "proactive" by giving an additional benefit (card advantage, cheapen the target, create zombies, etc.).
@distractionmakers
@distractionmakers Месяц назад
Yup! This can be accounted for in deck building, but your goal really would need to be destroy target thing, draw 2 cards or equivalent to maintain parody. Even then it doesn’t really solve the issue of moving you closer to winning. This is why counterspells are the main form of interaction in cEDH and they’re used to protect your win condition.
@VinceOfAllTrades
@VinceOfAllTrades 11 дней назад
Who your commander is also influences the table, whether you realize it or not. If you show up with an Ur-Dragon deck people are going to make threat assessments before the game even starts. Removing a commander can feel pretty bad (for both parties), especially when it's central to a gameplan. It basically offsets you by 2 turns, and can leave a player feeling ostracized from the game. We can say in the abstract that protecting important pieces is part of a player's job, or that having synergy centralized around a single card is bad deckbuilding, but the amount of popular deck techs I see that require the commander to be on board for multiple turns has developed a culture where removing commanders is taboo.
@distractionmakers
@distractionmakers 11 дней назад
Good point. I’d add that the expectations of the format also are that you get to build around and play your commander.
@VinceOfAllTrades
@VinceOfAllTrades 11 дней назад
@@distractionmakers Yeah. I'm actually a huge advocate of Eminence for this reason. It provides a stable foundation to make a deck unique. We see this in most digital card games (Hearthstone, Yugioh Duel Links, Shadowverse). Most of the current instances of Eminence are too powerful, but I'd love to see the ability utilized more in precons.
@VultureXV
@VultureXV 12 дней назад
There's two types of players and one is far more common than the other. You're either a "smoll bean syndrome" player or you see "being the threat" as a compliment. Everyone always underestimates their board state and overestimates their opponents. Seriously though, if you're playing one of those "top rated commanders on EDHREC" don't be shocked when people come at you. I'm already paying my respects to the poor soldiers who are getting that upcoming eldrazi deck for an exorbitant amount of cash just to be the threat the entire game and complain about being the threat the entire game.
@seanwurmb4077
@seanwurmb4077 13 дней назад
My family finally decided they wanted to learn MTG during lockdown. Once we started playing EDH after about 3 games of me having Rhystic Study, everyone now either always destroys it immediately or pays the one. They definitely learned how good card advantage is. Lol
@CommanderMechanic
@CommanderMechanic Месяц назад
Great video, guys.
@khathecleric
@khathecleric Месяц назад
I hate that the more removal i run the less my deck even works Until i tuned my dino deck to be the aoe board wipe deck, i didnt really have a deck that interacted enough
@deathcare
@deathcare Месяц назад
I really wish WotC had put more time into trying to develop some kind of 3v1 game like Archenemy, or just a PvM co-op game where three people fight against a boss deck, because the expression and flavor of Commander deck building is so fun and engaging and expressive, but playing a competitive game incentivizes playing in a way that doesn't align with the original design goals of that kind of format.
@TristanBergeron-tr7vf
@TristanBergeron-tr7vf 27 дней назад
commander is like those party game where a guy just wait the whole game not moving and steal the crown when the timer is about to hit zero.
@joshbowdish9851
@joshbowdish9851 Месяц назад
10:30 - i've definitely had all those feelings about the 1-1 nature of removal but now I've started treating them like extra turn spells. Might just be how our games play out, but often enough a well timed removal spell means I get to untap where I might not have otherwise. Harder to evaluate the proactive removal spells, but at the later turns, the removal/turn ratio is pretty good.
@gdogg3
@gdogg3 Месяц назад
Great episode. Realizing how my "small bean" persona and inaction techniques helped me win many games. 🧠
@yoyoguy1st
@yoyoguy1st Месяц назад
I completely agree with this. I have so many games where I have removal and just… don’t. Or at least until this massive threat is coming at me. It’s not even me purposely doing this it just happens. It’s one of the many reasons I move more and more to 60 card formats because I’m not a fan of the inaction commander rewards.
@gusonthecomputer2
@gusonthecomputer2 Месяц назад
I think also in commander when you run removal it nearly always the same card and you play commander you want to play different cards doing different things
@agentkhaine2204
@agentkhaine2204 Месяц назад
I run massive quantities of interaction and am terrible at trying to utilize “small bean syndrome”. I took a bunch of cards in my collection, and listed the ones that did at least two of four: * remove/reduce the value of cards in opponents’ hands/the stack * remove/reduce the value of cards in opponents’ battlefields * add more playable cards to my hand, graveyard (ie flashback), exile (ie impulse) * cause damage/life loss This meant I had a lot of spells providing new cards/interaction while being able to pressure life totals. Then I made estimates of each card’s card advantage in Excel, and scored them in two groups: * card advantage per card spent * card advantage per mana spent As a result, I’m usually playing a 3-for-1 at a minimum when interacting with opponents. I’ll slam interaction aggressively since a lot of my cards give me board presence and interact with opponents such as Massacre Wurm. The downside has been a higher average mana value in decks since I’m forcing each card to do more on its own, but its quite fun.
@im7254
@im7254 29 дней назад
I only play removal, creatures always die what's the point of playing them
@raze667
@raze667 12 дней назад
I tend to run removal light as a player. Many of my decks run none at all. But it's mostly because of my design philosophy of "you have your fun. I'll have mine." Is you sit down with a hardcore masturbatory win and on turn for deck, no one has fun.
@Alduinsshadow148
@Alduinsshadow148 7 часов назад
$1 Best Card is Volcanic Offering, Destroy 2 lands and deal 4 damage 2 times, you get to pick half the targets and pick and opponent who will pick the other half, None of these effects can target you. It is political harms 2 players and allows someone to play catch up or king make. If there is a clear threat and a person who is resource rich it allows you to deal with both problems simultaneously.
@Level_1_Frog
@Level_1_Frog Месяц назад
One for ones in a 4-player game does feel bad. Thats why you gotta run removal that targets each opponent or have multiple targets.
@AgentMurphy286
@AgentMurphy286 Месяц назад
Only ppl with greed in their hearts think one for ones feel bad. Threats need to be answered. If you’re not currying favor by getting rid of problems, your politicking needs works.
@Trisket
@Trisket Месяц назад
Yeah, those spells are all expensive to cast, cheap interaction that surgically takes out priority targets and using your remaining mana to advance your position is a far more effective strategy than spending 4 mana to take out the real problem and 2 insignificant problems. If you need to take out multiple significant problems that's what wipes are for.
@Level_1_Frog
@Level_1_Frog Месяц назад
@@AgentMurphy286 I know it's technically part of the game, but our group doesn't politic really. There's no deals being made, no ganging up or king making, we basically just try and play as 'optimally' as possible and remove threats as they come. But also I do run a lot of single target removal too of course, but it does feel like I'm doing two opponents a favour sometimes, hence why I like running stuff that hits multiple targets. Plus if someone is really far ahead you can use those multi target spells to get rid of multiple threats that player might have, whereas a Swords to Plowshares might not be good enough. But we also don't play CEDH or really high power stuff, usually we try to make clean $100 budget decks and pit them against each other.
@Level_1_Frog
@Level_1_Frog Месяц назад
@@Trisket eh, agree to disagree. Maybe at high power tables or CEDH that's true, and I'd agree with you, but in lower powered more casual tables I think it's fine to have slower removal.
@zackkelley2940
@zackkelley2940 Месяц назад
OR removal that can be reused.^^
@abentevent
@abentevent 28 дней назад
So I like to play a decent amount of removal, but I have 1 deck with next to none, and it's a landfall value engine thing. Doesn't look threatening when all I have is lands. Small bean syndrome wins me so many games. 😊
@impendio
@impendio Месяц назад
Optimal commander play is cedh, and you learn the hard way that removal is a trap and sandbagging is king. Never interact to not lose, only interact to win. Boardstates are for casuals.
@impendio
@impendio Месяц назад
And stax isn’t real and can’t hurt you. Parity breaking > card economy.
@bradleyhoward9638
@bradleyhoward9638 Месяц назад
There's nothing wrong with playing casual and playing c e d h you don't have to be one or the other and neither is Superior or inferior😊
@InmAncalagon
@InmAncalagon Месяц назад
Yeah that's why Force of Negation and Mindbreak Trap (which are basically only played not to lose instead of protecting your own win) are absolute staples of the format.
@InmAncalagon
@InmAncalagon Месяц назад
Also cEDH decks typically play way more removal in general than casual decks...
@GrimGramGrum
@GrimGramGrum 27 дней назад
My pod has gone thru an evolution of a couple boardwipes/removal because we were new, to everyone being salty and adding alot of removal with everyone being miserable fairly often and just not wanting to play things or throwing a game to action bias/kingmaking, to back to a few pieces of removal because it's way better to do something that advances your wincon instead of wasting cards on removal. Our games have been much more balanced since.
@magusofthebargain
@magusofthebargain Месяц назад
Casual Magic vs Tournament magic all comes down to one question. If your opponent doesn't want to play anymore and scoops because you made a good play and or they didn't or because you got lucky and or they didn't, do you count that as a win? Meaning: are you more concerned with winning a game, or are you focused on everyone having a good time? Hopefully you can win your matches AND help everyone have a good time in the process, but when push comes to shove, and you have the opportunity to make that game winning play, are you more likely to let your opponent win, or to take the win. This is a very real question, and in casual settings, letting your opponents win sometimes is not just recommended, it is essential to building a MtG community. It's something no one talks about, but what people are really saying when they complain about power level is "It's not fair. I'm not having fun. Why won't you let me win sometimes." I think the most important part about transitioning from competitive games to casual games is knowing when and how to reward your opponents for playing well by letting them win sometimes. After all, they're not going to have any fun if they just lose game after game even when they think they are making all the correct decisions.
@distractionmakers
@distractionmakers Месяц назад
I think this is something the community needs to talk more about. The issue is, just like in DnD, if you fudge it and let someone win and they know about it they might never believe they legitimately won.
@dwpetrak
@dwpetrak Месяц назад
I can't tell you how often I win EDH games I don't "deserve" to win. I play the small bean, pay my taxes and make sure someone else is always looking more dangerous than me. I play the subtle political game: I don't make deals with people very often, but I do make casual, indirect references to who the overt threats are while holding removal (or protection) for when it's about to hit the fan. I also play humble or I should say I do my best to sound and look humble and smile a lot and sit back watching people go for "the threat" and not the evil behind smiling eyes.
@adamcosper3308
@adamcosper3308 Месяц назад
Distraction Makers = Kendrick. Commander = Drake.
@relevantusername3342
@relevantusername3342 Месяц назад
Welcome back to We Hate Commander with Forrest and Gavin! BTW big fan, love this channel!
@hotXV
@hotXV 6 дней назад
It's like chess. You just have to live long enough to play your win con. New players tend to react, to go after the player who k8lled their goblin...
@warpsterdash5420
@warpsterdash5420 Месяц назад
pretty much what has been said by me since 2017 and why I don't touch it anymore. Its just not built for it xD, 1v1 is the way to go.
@dwpetrak
@dwpetrak 15 дней назад
After watching this video 2 weeks ago I paid closer attention to which decks play removal and which don't. In my experience they all did but some only had it in there incidental to their theme. Treating those as not playing removal I realized that without exception they did not win. Well timed removal or key target removal enabled another player to dismantle the leader or potential competitor and seal the deal. In short, I thought this take was weird when I heard it and based on my next dozen+ games I think this is a hot take that should be passed.
@distractionmakers
@distractionmakers 15 дней назад
There’s a reason every cEDH deck plays almost no removal and mostly counterspells. Counterspells stop someone else from winning when they have to and can also protect your win. What we’re discussing is how the rules of the format push things in a direction of noninteraction and combo wins.
@dwpetrak
@dwpetrak 15 дней назад
​@@distractionmakers I have only seen a few of your videos and in those you appear to be interested in talking about game design in general. I don't know if you have established that you frame of reference for commander is cEDH. Without that caveat I believe it is obvious that when speaking of "commander players" (per the title) the assumption is that you are talking about the OG, casual mindset & game as it has the overwhelming majority of players, games and, probably most applicable to this discussion, decks. You seem to be sending mixed messages in your response with the comment about counterspells and noninteraction. It is contrary to the stated "noninteraction and combo wins" and it sounds like you need to do more thinking about the topic. As a rebuttal, Commander has been around since the 90's and if the rules were indeed pushing toward "noninteraction and combo wins" then it begs the question of why removal and non-combo are so prevalent after 28 years. Is it a weak push? Does that only apply to a fringe group (like cEDH)?
@tonyblitz1
@tonyblitz1 26 дней назад
I only every run removal that is reusable. Or one sided board wipes. I care more about setting my own momentum up, and will usually only interrupt to stop a game winning combo or save myself from death. As long as you aren't actively winning, making me lose, or clearly going to ve unstoppable in the future, why should I step in and play removal?
@megapussi
@megapussi Месяц назад
ITT all the worlds greatest cedh players who absolutely play "a lot" of removal
@MIKAEL212345
@MIKAEL212345 Месяц назад
Exactly. I don't even play edh yet I know edh players don't play enough removal. The reason I know this is that every single content creator says to add more removal as a tip for edh deck building meaning that most people don't add enough removal, otherwise that advice wouldn't be that common
@Trisket
@Trisket Месяц назад
I've been playing edh since 2010, the meta of my playgroup is so razor thin that people are running Spell Pierce and it's shockingly effective. Depending on the deck I jam cheap removal harder than probably anyone else; and my group is running a lot. I don't know if we're quite cEDH, but we're all playing fetches and true duals, and games can end around turn 4 or 5, it doesn't happen too often, but it's not rare.
@MrAvatarzan
@MrAvatarzan Месяц назад
​@@TrisketIts probably a fair assessment to say your group is at the very least high powered with hyper consistent manabases, and pretty efficient removal.
@InmAncalagon
@InmAncalagon Месяц назад
​@@Trisket Spell Pierce is a great card for high power and cEDH because it's so efficient. If you don't know if your group is playing at cEDH levels, I'd say it's quite probable you're not playing cEDH decks. But it certainly sounds like high power. High power and cEDH decks are quite similar, both play low curves, perfect manabases and a lot of tutors and cheap efficient removal. The difference is that only a couple commanders are actually cEDH viable and they need a close to perfect list for that still. High power is super fun though, I love it.
@mleet3125
@mleet3125 День назад
To me the elephant in the room that disproves most of this is counterspell. They are all (very few exceptions) 1 for 1, and yet because of them blue is considered the strongest color. So if interaction benefits opponents more than yourself, blue literally has so many single target interaction, how do we reconcile these two trains of thought?
@distractionmakers
@distractionmakers День назад
Counterspells are both protection and removal. In cEDH your goal is to use your counterspells proactively to protect your win attempt. If you’re using them to stop someone else’s win, you’re losing.
@mleet3125
@mleet3125 День назад
@distractionmakers In that scenario you're already losing if your opponent is about to win. It still gives you more time to win even if the other 2 players benefit from your counterspell. Whether it's a counter or removal it's the same thing isn't it? Expending your resources that still benefits two other players? Seems that playing less removal would still be a bad idea. So at the end of this discussion, I don't know where that leaves us if we were going to make changes to our decks to accommodate these ideas.
@aidenmacgregorful
@aidenmacgregorful Месяц назад
Generally for whether or not I target someone for doing nothing: is the person still doing fine for mana 😂 if they're missing land drops and not ramping, I'll assume it's a bad hand. If they seem to be doing well for mana, I'm a lot more concerned about them sitting back doing nothing
@vahnvega1990
@vahnvega1990 Месяц назад
Playing an Outlaws deck justifies targeted removal.
@distractionmakers
@distractionmakers Месяц назад
That does take some of the edge off for sure! Getting some card advantage back would help ease some of this issue. Hmm maybe I’ll make one.
@PensFan96
@PensFan96 Месяц назад
I am very much have the impression that the: "casual first, everyone needs to do their thing" mentality is the very vocal minority on the internet that is perpetuated by certain content creators. Ive been playing since 2016 and in real life Ive only ever encountered 1 player that had this sentiment in commander. (Who also said that Approach of the Second Sun was a broken card because he only had 1 counterspell in his grixis deck 🙃)
@seanedgar164
@seanedgar164 Месяц назад
My whole group is like that. We play wincons that aren't going to win on the stack (normally) and take time to develop. We try to reach the end game together
@vittoriosavian9964
@vittoriosavian9964 Месяц назад
Its a vocal majority. To the point that whole categories of cards are frowned upon. The minority are the guys that thinks that mld and stax are actually cool to play with and against
@swolegolisopod7340
@swolegolisopod7340 Месяц назад
​@@vittoriosavian9964 the thing is they are cool to play against, just that the people who put them into decks just play them out for no reason other than to play them out. For example of someone is playing a jetmir deck and sets up a sufficient board to start taking names an armageddon or stax effect is a very viable way of shutting the door on their opponents and closing out a game. Instead you have Jimmy doing nothing meaningful and slamming mld on the table without a clock on his opponents and makes the game take an additional hour and a half.
@vittoriosavian9964
@vittoriosavian9964 28 дней назад
@@swolegolisopod7340 tbh, i think this doesnt happen as much as people think it does
@Gweezy12
@Gweezy12 7 дней назад
I have protection and removal sorta being opposite ends of each other depending on the deck. If what I'm doing so powerful or fast I can out race anything the opponents are doing I typically prioritize protection you sandbag your removal for must answer issues that stop you from winning. If your deck is sorta grindy and you need to get to the late game you need removal period. Counterspells are unequal and serve both. Stax for me has been the answer. They typically eat removal from your opponents gives your busted stuff free range and develop your board. I'm typically considered the responsible player in my play group and i usually have removal for pivotal points in game. Magic will always be a tempo game and doing nothing and running less removal will make you lose more games. You give up a lot of agency of dictating how the game plays out.
@Tyke-Myson
@Tyke-Myson Месяц назад
And then there's me, who packs 10-14 pieces of targeted removal and a sweeper or two in every deck.
@Justjoey17
@Justjoey17 Месяц назад
Having a policy of retaliation is not necessarily a bad idea when competing in a series of games and that reputation causes other players to not target you even when it would technically be “optimal”
@mitrimind1027
@mitrimind1027 Месяц назад
It's tactical restraint, but it's also a risk if you let other people get too far ahead of you to the point they can't be stopped.
@malcomchase9777
@malcomchase9777 12 дней назад
If you are doing nothing and stocking up on cards, the correct play is to poke you and make you use the cards. That's how a multiplayer meta self regulates.
@benhickey3189
@benhickey3189 22 дня назад
🧅 Magic has layers, Ogres have layers !
@DTreatz
@DTreatz 2 дня назад
The TL;DR: *Politics*
@GoldenAgeFalseEcho
@GoldenAgeFalseEcho Месяц назад
I think my games of Commander are way different than yours
@Conduit23
@Conduit23 Месяц назад
How is it that my favorite new podcast is all about my least favorite card game? 🤔
@user-rw5zw9wi2q
@user-rw5zw9wi2q Месяц назад
Commander has three unwritten rules i feel like. 1. You can build a consistent deck. 2. You can build a powerful deck. 3. You cannot build a consistently powerful however as it goes against the "spirit" of the "format"
@laytonjr6601
@laytonjr6601 29 дней назад
The most important part is having a deck of a similar power lever of the rest of the table
@user-rw5zw9wi2q
@user-rw5zw9wi2q 29 дней назад
@@laytonjr6601 disagree.
@errrzarrr
@errrzarrr Месяц назад
Commander players do not _being the target_ of spot removal. Everything is allowed as long it doesn't meddle with their plans
@patrickmcathey7081
@patrickmcathey7081 27 дней назад
The life totals are problem, spot removal and burn is balanced on 20 life in commander you have to face 40 and 2 extra opponents this makes creatures and burn way worse. Imagine if a bolt delt 18 damage that would be where the power needs to be to have comparable power.
@patrickmcathey7081
@patrickmcathey7081 27 дней назад
To the impact the game the same as a bolt does in normal game
@wesleywyndam-pryce5305
@wesleywyndam-pryce5305 Месяц назад
i hope the standard for lgs play can one day reach "everyone plays to win openly and honestly" the idea of sandbagging your own threat level at a casual table being nornalized and accepted by self proclaimed casuals is mind boggling to me. it would be far more fun if everyone played like it was a 3v1 format.
@tonysmith9905
@tonysmith9905 Месяц назад
This shit doesn't happen at casual tables. Every one's throwing their stuff down left and right. Haymakers slamming down as soon as they got the mana for it. Don't let these guys fool you, their experiences are not the norm nor are they casual play.
@anthonycannet1305
@anthonycannet1305 Месяц назад
Commander at the casual level is political, and those politics are a resource that offsets that negative externality. I spend my resource to remove a threat, but I negotiated with the other players who would also have reason to use their resources to remove the threat to gain some sort of benefit in exchange for me being the one to spend the resource. If we all have a way to kill the problematic creature, I’ll go ahead and spend the resources and in return you owe me something so you don’t have to. On top of that it is preferable to spend the resources to remove the threat yourself than to worry about losing a relatively small amount of value to the table. Yes card advantage is a huge value but if I try to preserve that 1 card worth of advantage and the threat ends up running away with the game, that 1 card isn’t actually worth it. I saved my resources and lost the game. I have never once heard someone say that they avoid running interaction. There are 3 things that you can do in every color: mana ramp, card draw, and interaction. You produce a larger amount of mana to afford to play the interaction spells, you draw cards to have the interaction, and you use the interaction to stop your opponents’ threats. The only difference between casual and competitive interaction is the mana cost and return value. Cheaper spells so you can focus more on draw than ramp, spells that also grant some return value to offset that externality. Etc. There are interactive spells that give you and/or your opponent some amount of return value because of that idea of negative externality, beast within, generous gift, assassin’s trophy, etc. the biggest of which is arcane denial. Doing the math on the negative externality for me countering your spell is that I spent a card and you spent a card and nothing changed on the board state so the other two players have gone up in card advantage by not doing anything. To offset that arcane denial gives you both cards back so you can maintain the card advantage. Path to exile and assassin’s trophy both let the victim player search for a land. Beast within, generous gift, stroke of midnight, swan song, all give the player a creature in exchange for that interaction. No high power level commander deck is going to skip out on interaction of some kind. It’s infeasible to expect that you’re going to do your thing uninterrupted faster than your opponent who is not going to be interrupted will do theirs.
@distractionmakers
@distractionmakers Месяц назад
While this type of play might work at casual tables I suggest you take a look at what cEDH decks look like before telling us we’re incorrect. Interaction is to protect their win attempts or as a last resort to stop someone else’s and if you’re the one stopping someone else, you’re losing. That interaction is almost never 1 for 1 removal, it’s counterspells, a few bounce spells, and maybe one board wipe depending on the meta.
@dragonmastersk7913
@dragonmastersk7913 Месяц назад
In my experience, I've played against some of the most degenerate decks ever and I've learned that Doing nothing is the most powerful thing you can do with your deck. I've gotten so many games while being "mana screwed" or "hellbent"
@JulesTesla
@JulesTesla Месяц назад
The idea is not “don’t play removal”. It’s “play removal smartly”. If there’s two card draw engines on the field, but one gives card advantage to everyone while the other is a rhystic study (aka only one person gets card advantage), which will you choose? Negative externality will occur on any situation, whether you don’t do something about it, whether you destroy one thing or another or both… all of these scenarios will affect the progression of the game, and knowing *when* to use removal makes you a smarter, better player than just slapping removal at every inconvenient situation you come across because you’re mad at my [insert card name here]. 😂
@iudexumbra609
@iudexumbra609 Месяц назад
One of my last games had five board resets. Look, I'm not afraid of using my removal, but I am using to to forward my game and hampering someone else's. Or if I have to get rid of the jin gitaxis 1 player. I will throw a game to eliminate them and some other commanders. 😈
@JervisGermane
@JervisGermane 29 дней назад
Same as some others. Commander players don't play removal? Even the traditional 3 pillars call for 10-12 pieces of targeted removal and 3-5 board wipes. That's 15% of the deck.
@distractionmakers
@distractionmakers 29 дней назад
It’s common to tell newer players to play more removal. We’re proposing this is incorrect and the amount that is the accepted norm, as you mentioned, is also incorrect. The interactions of the game incentivize you to play as little removal as possible and instead race towards the finish line as quickly as possible as each 1 for 1 is actually a 3 for 1 in your opponents favor.
@JervisGermane
@JervisGermane 29 дней назад
@@distractionmakers I'm not going to argue. I didn't even watch the video, and I don't play the game anymore anyway. If you think removal needs to he more like 20% or 25%, more power to you.
@HZAres
@HZAres 11 дней назад
In commander you don't play removal to remove something, you play removal to not lose, it is a deck construction problem, there is nothing to solve from a game development standpoint. if your game plan is to just get under permission you go and build a deck like that. But if your deck is not fast enough and still lack interaction and lose? that is the deck constructor's issue, there are more than enough cards in the game to solve the "problems". Sure it cost you a resource, but there are plenty of ways to just draw more cards. Since it is a deck builder game with near endless permutations, it is also on the players to bring the tools they need to the game to experience what they want from the game. They are not passive players and need to actively contributing to the gameplay experience. I don't think it should be up to the developer to curate that experience, it kinda defeats the entire point of a deck builder game like commander to curate it too much, it limits the self expression which is the beauty of commander.
@distractionmakers
@distractionmakers 10 дней назад
I think your idea of freedom of deck design is flawed when every cEDH deck looks basically the same. Some amount of curation is necessary to create a healthy metagame where differing strategies are possible.
@HZAres
@HZAres 10 дней назад
​@@distractionmakerscEDH has way more deck varieties than any official formats that wotc actually curate. The decks themselves also have large variances between each other. If you go to a top level tournament people will mulligan aggressively into an early game plan or interaction. With prizes on the line I have never seen people go off before turn 3. And I have been going to those for over 10 years. Besides it is also cEDH you are agreed to a more optimized style of gameplay with metas and such as soon as you sit down. cEDH has dedicated communities that work on one specific commander over many many years just like any "real" competitive format. Also we are not talking cEDH we are talking about EDH in general. It is a fan made format and it should say that way. I get that wotc had monetary incentives to curate the format but the dedicated cards they print for it has done exactly what you said and reduced deck varieties and play patterns every time.
@HyperHowie56
@HyperHowie56 Месяц назад
I think the part of commander you're ignoring is the political negotiating. Before you use your 1 for 1 removal, seek to negotiate with the other 2 players not involved and get a concession from them that makes it worth using your removal. You can also negotiate with the owner of the threat to leave it alone if they leave you alone and go after the other players. These negotiations are what makes removal not a negative externality. And many players find this negotiated interaction fun as well.
@distractionmakers
@distractionmakers Месяц назад
In theory this might work, but in execution I have often seen it play out more like this: A threat is played. No one stops it. Eventually someone is attacked with it for a substantial amount or lethal. That player is forced to use removal or die. There is no leverage in that position. This is what I mean by players are incentivized to do nothing. You’re better off not acting until the very last moment you have to, hope that you’re not the one who needs to act, and then win once the other players have been forced to act and are low on cards. This is ignoring the fact that board states are known information and playing anything to the board that isn’t card advantage or winning on the spot is suboptimal in this format. So the player who played a threat to the board that doesn’t win the game has already made a mistake.
@frederikharder6452
@frederikharder6452 Месяц назад
I think one-for-one removal being inefficient is a good thing for the game, because it is then used sparingly. This contributes to everyone "getting to do their thing", because you don't stop someone unless they are threatening AND they are coming for you. And if you do counter a game-winning spell without negotiating some benefits from the other two players first, that's on you. 😉 That said i can totally understand your frustration with commander from a design standpoint because the rules alone don't make for a fun game and it instead requires a number of conventions which vary by what people find fun. Having found a playgroup that is a great fit for me, i see this less as a problem and more as an intriguing oddity. For me a key part of finding the fun in commander is treating it more as a king of the hill game or maybe even something like a free-for-all show wrestling match, where the winner is the one who gets to do the most "cool stuff" in a dramatic fight. In that frame it can be rewarding to be the person who had a counterspell (or even better: mana tithe) at just the right moment. It's a good show, even if you don't necessarily win with it. One big challenge that remains is finding people with the same definition of "cool stuff" as you, since in the beginning you may not even know what you like.
@thomasmcmahan2631
@thomasmcmahan2631 10 дней назад
Already off the bat I disagree, I mean this probably hold true for casual commander but i mean just play cedh, it solves literally every issue you have. Removal and interaction are necessary and impactful tools that exist in every magic format. It doesn't "feel bad" to stop someone from winning the game because all players at the table are also trying to win the game. I don't see why commander is any different than any other magic format in that regard. When the cards played are impactful than interaction becomes equally impactful.
@distractionmakers
@distractionmakers 10 дней назад
cEDH is a great example of what we’re talking about. You play tons of counterspells and almost no removal so you can both stop others wins and protect your own. You only trade 1 for 1 when the game is going to end if you don’t and your goal is to force others to spend their resources through priority order and mana bullying.
@imnot9923
@imnot9923 22 часа назад
comment for alg
@MultiDAXDAX
@MultiDAXDAX Месяц назад
Hey! great topic! I disagree with your argument because of the following: I think most of the players who dont run enought removal are new players without the experience that is is needed, or players that are more excited about their gameplan than play removal. Ending up in not enough removal. The less are those superenfranchise players that think about this deep layer of game-player interaction and are competitive enough to make changes in theirs' decks to aling with it. Which are the less of all. Fron listening to most of your complains about commander in many videos I'm starting to think that commander it is not a format for you, at least as it was originated. Maybe because you are focused on winning or focused in solve game design problems. But you analize every aspect of commander with the frame of winning. Whem youstop thinking in just winning and more on funny interections, politics,jokes and so much more...this problem doesn't care :) You just play removal on a big creature that is gonna hit you or because it is funny that a great wurm with no legs has a "tragis slip" x'D Keep the good topics! enjoy!
@distractionmakers
@distractionmakers Месяц назад
I hear ya. This really is the catch all for commanders problems. You’re right that if your playgroup doesn’t care about winning the things we bring up matter less. The unfortunate thing is that someone has to win, that’s how magic works. Our arguments come from that perspective and that a mismatch in your playgroup leads to poor outcomes that we think the rules should be lessening or outright solving.
@MultiDAXDAX
@MultiDAXDAX Месяц назад
@@distractionmakers first of all, thanks for reading and for answering! ^^ Yeap, I get your point of "someone finally wins". That it is what keep the tension in the game and between the more competitive mindset and the relax just goofying around mindset. I hope that more people could come to edh with a mindset different from other format to be able to enjoy more the joking around and the empathy in a game that usually has no room for it :) I think the root problem about this debate it is that we are debating a rule (tecnical) problem vs. a social (humanistic) problem. Win vs jokes between the names plus the effect of the card (like the wurm+tragic slip). Or Win vs feeling the satisfaction of seeing a bunch of Kavus hitting each other. It is even possible to grasp that in the rules? Can we even do it in the frame of mtg? More over, trying that silly thing in the context of magic a more serious game makes it even funnier hahaha I dont know if is it even possible to rule that kind of spontaneous player-player interaction in mtg. What do you think? Thanks!
@neoteo7478
@neoteo7478 Месяц назад
This is the reason that group hugs decks win more. Players that add more removal cards are reducing the threats they can draw and spending turns without developing a threat. They do so for good reason: to protect their chosen strategy. But that strategy is worse than letting other players do the work for them. Group hug plays into the idea of letting everyone else kill each other and controlling the narrative that they aren't the threat. I started to dislike commander when I found out everyone was trying to act non-threatening while actually trying to win; the "small bean" thing. Salubrious Snail has a video called "My Playgroup's Best Deck is $20" about a budget deck that takes advantage of this same principal without being group hug. It does so by drawing lots of pump spells and holding them back to look innocent. I should build it to try to enjoy commander again
@agentkhaine2204
@agentkhaine2204 Месяц назад
I have a Kynaios and Tiro deck with the commander as the only hug effect, and the 99 is value engines and interaction. It wins disproportionately more than a lot of other decks in my group, and even in games its at a distinct power disadvantage.
@NateFinch
@NateFinch Месяц назад
You can't say both that commander players don't play removal and also say that not using your removal is the best way to win. Packing enough removal and being judicious in its use is definitely a great way to improve your win rate. The guy that does nothing all game *sometimes* wins, but that's usually because the other players played poorly and didn't ensure they kept that guy at a similar life total as everyone else. I've seen way more people that do nothing all game and then just lose.
@midnalight6419
@midnalight6419 Месяц назад
The central argument of why players don't play removal being: Bad players don't fully understand the concept of when or how to remove most efficiently. Therefore mechanic bad. Is the take I've least agreed with on this channel. Commander's problem is that there is NO pressure to improve. People will spend more money on cards to get an easy edge over their friends' playgroups, but I've seen so many in my lgs that are just not interested in getting better because all they play is this casual but expensive game
@distractionmakers
@distractionmakers Месяц назад
Hmm I think where we disagree is in how we see a solution to this issue. You’re saying it’s on the players to fix and we’re saying it’s on the designers who have proclaimed this to be a casual format with rules that don’t back that up.
@xxthevampirate
@xxthevampirate Месяц назад
I think WotC design and the growing desire of competition in commander is VERY different from what the Commander RC and the "casual commander" design philosophy. As long as they keep pushing cards and not put in more balancing and limiting mechanics (that don't lead to bad gameplay) commander is going to move more towards cEDH because deck design has pretty much been solved. there are X slots for each mechanic and you can build a deck with 0 wincons but you aren't going to win much. Tutors seem either necessary or 100% ban worthy in commander and people in charge of commander rules haven't banned a card since golos/hullbreacher.
@distractionmakers
@distractionmakers Месяц назад
Agreed. I think WOTC is likely to take the banned list in house as they move to making cEDH an official tournament format.
@wesleywyndam-pryce5305
@wesleywyndam-pryce5305 Месяц назад
"i would just lie" again its really wierd that its socially acceptable to angle shoot at a casual table. thats what you're doing when you lie to get closer to a win, youre angle shooting at a casual table. and this does seem very common and normalized. idk what commander players want because their words and behaviors do not match.
@DonPedroTheDude
@DonPedroTheDude 12 часов назад
This is actually positive externality. Your action (removal) gives a benefit to the other players. I'm the context of a competitive card game, this is a bad thing.
@distractionmakers
@distractionmakers 9 часов назад
Haha I suppose. Seems counter intuitive to call something positive that is actually a negative, but I see your point.
@DonPedroTheDude
@DonPedroTheDude Час назад
Good video though. As an ex-timmy, I've only played Arena and never commander. Never thought about magic in economics terms though.
@hatertime
@hatertime Месяц назад
When players play removal they play like 15 board wipes because its the only value proposition. People wave the bloody shirt of Fierce Guardianship, a 1 for 1 that doesn't impact the board at all. Were no where NEAR having conversations about Mass Land Destruction. Commander is suffering from audience capture, it's clearly not a great format and is struggling under the weight of 30+ years of cards with a sudden influx in the last 5 years of people who are illiterate about game theory and systems.
@terribly_vexed
@terribly_vexed Месяц назад
Ok "hatertime" it's just fun. I watch EDH games on RU-vid. I've seen someone with an all Secret Lair card deck. I've seen someone play a deck where every card began with "S" (and this was like 8 years ago so the pool was much more shallow). It isn't always about winning and losing. I feel bad winning sometimes. I just want to make an interesting game happen. I can be more happy at someone else winning than at myself winning in EDH because they had a super creative deck or pulled off some amazing play. If, along the way, I get a moment to show off what my deck can do, I'm happy. EDH is like playing a one-shot D&D campaign. At the end of the night your character's gone forever anyway. You might play the role of villain, of the one that dies first, you might blunder and alter the outcome. All of those roles are equally valid in making a fun experience. It's the perfect marriage of displaying your deckbuilding creativity, displaying your card collection (these days proxies are everywhere too so that makes it even more interesting), and creating a unique experience in a group game, and I don't think it's going anywhere.
@hatertime
@hatertime Месяц назад
@@terribly_vexed way to read? I don't know what your point is. Yes. People have always played games in ways that satisfy whatever desires they have to make things more fun, ok? Good for them and good for you. This episode was about a specific topic related to deck construction and the incentives of Multiplayer leading people to not playing removal. I'm saying no one plays removal because the removal options are terrible because people cry about everything. They think Fierce Guardianship is really busted - there is no hope.
@cooperschulze7661
@cooperschulze7661 21 день назад
Commander players getting real mad in these comments
@Comptonymous
@Comptonymous Месяц назад
To me it seems like they’re making a theoretical scenario that doesn’t happen often enough to discuss. I’d argue it’s not even a problem. This argument of “Doing nothing in commander is a winning strategy” is absurd and simply false. Maybe this is true if you play with a new group or new deck every time but even then. If on turn 4 or 5, and you’ve played only lands, then sure you will skip getting attacked (maybe). If anyone is playing any card that cares about attacking, (too many to list here), then suddenly you’re target number one. Literally a sitting duck with no defenders. That’s why commander is open knowledge. If you’re playing a commander that can combo then you’re definitely getting killed while “doing nothing”.
@impendio
@impendio Месяц назад
You would also lose every single game of cedh, the format is built upon winning from no boardstate and most combos dodge removal completely, I sure hope you are playing blue…
@Comptonymous
@Comptonymous Месяц назад
@@impendio I’m not sure if you’re disagreeing with me but it’s the internet so I assume so. no boardstate does not mean played no cards. You’re likely not accounting for Chalice, Blood Moon, Mana Vault, Sol Ring, Moxes, LED, etc… that each game of CEDH will include. So again, if on turn 4 or 5 and you’ve played nothing then you’re already dead. Maybe you haven’t heard of Stax as a (primary) strategy in CEDH but your 4 lands aren’t useful when you can’t play your cards.
@aimlessgun
@aimlessgun Месяц назад
Yeah literally doing nothing is very bad. On board value engines are way more powerful than stuff that operates entirely within your hand. If all you're doing is playing lands and draw sorceries, and the other 3 guys played Rhystic Study, Necropotence and The One Ring, you usually aren't in a good position lol.
@aimlessgun
@aimlessgun Месяц назад
@@impendio isn't one of or maybe the best deck in CEDH Kinnan, which generally wins via on-board pieces? Honestly there are tons of on-board wincons, Tivit, Najeela, the list is pretty long.
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