Playing since 1994: Currently MAGS (HomeBrew),Standard & Pauper (Pioneer and Modern are degenerate trash formats)
STOP using "dude/bro" as a pejorative or insult. Grow up.
Margaret Thatcher: “The problem with socialism is that you eventually run out of other people's money.”
Benjamin Franklin: "Those who would give up essential Liberty, to purchase a little temporary Safety, deserve neither Liberty nor Safety."
Martin Luther King Jr.: "I have a dream that my four little children will one day live in a nation where they will not be judged by the color of their skin, but by the content of their character."
I’m still confused why 10 is still okay in Commander from all of this stuff from “ONE” (some give counters without combat damage)
The RC said they will keep it where it is right now, but they are watching what happens after release. This set is going to make infect way more of a thing than it has ever been before, New Phyrexia last time didn't have half as much for making that mechanic a real thing. It wasn't that much of a real debate before, but I would be surprised if it's still 10 counters in a year
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Project Booster Fun makes it less fun to open a booster.
Sacrifice effects are rarely good and this one costs 3 and adds more options for the opponent. Sure, sure, it can hit an isolated planeswalker, but if they had no creature to sac, they had no creature to protect it either... That poison counter better be essential to you. Which it might be, in limited.
My friend and I were talking about how poison counters in commander essentially do double damage versus their effect in other constructed formats. What kept poison in check previously was that poison was only a viable strategy if it was killing a player in one hit (blightsteel colossus), or killing the board in one hit (triumph of the horde). Prior to One, the strategy of poison relied on focusing your attention on one player to the exclusion of the others - a sure-fire way to make friends and influence people, as poison did nothing until it hit 10. In that sense, poison was something similar to killing a player with commander damage and it really narrowed the scope of your interaction with a table.
As much as poison strategies in commander will be changed with the release of this set, the part that frightens me more about the health of Commander lies in the secondary theme of the set. Proliferate is a difficult mechanic to account for in an unbounded format like Commander. Counters are the most elegant way to account for changes in indivdual cards over time - anything from becoming more powerful (+1/+1 counters), to storing resources (energy counters and 100 more) - counters represent changes to the board that have usually used resources. Some counters can take a lot of resources to acquire (planeswalker loyalty is a good example - each loyalty you gain requires the use of a less powerful ability that turn and a commitment to protect that planeswalker to use it), and others are trivial (+1/+1 counters). Proliferate doesn't care. A single proliferate can cheat so many resources ot the battlefield or do nearly nothing relevant (your army of 15 creatures going from 2/2 to 3/3 doesnt warp your board position). Furthermore, a single proliferate can add minutes to a turn as dice are found and turned - the only thing that is redeeming about Yawgmoth, thran physician proliferate is that it usually can be demonstrated that it is an infinite combo resulting in a win. 15 incremental proliferates to get to the smae point is messy and boring.
The set's one-sided edict effect replaces whatever creature or planeswalker your opponents choose with a poison counter.
Source: Cards & Hobbies
STOP using "dude/bro" as a pejorative or insult. Grow up.
Margaret Thatcher: “The problem with socialism is that you eventually run out of other people's money.”
Benjamin Franklin: "Those who would give up essential Liberty, to purchase a little temporary Safety, deserve neither Liberty nor Safety."
Martin Luther King Jr.: "I have a dream that my four little children will one day live in a nation where they will not be judged by the color of their skin, but by the content of their character."
The RC said they will keep it where it is right now, but they are watching what happens after release. This set is going to make infect way more of a thing than it has ever been before, New Phyrexia last time didn't have half as much for making that mechanic a real thing. It wasn't that much of a real debate before, but I would be surprised if it's still 10 counters in a year
As much as poison strategies in commander will be changed with the release of this set, the part that frightens me more about the health of Commander lies in the secondary theme of the set. Proliferate is a difficult mechanic to account for in an unbounded format like Commander. Counters are the most elegant way to account for changes in indivdual cards over time - anything from becoming more powerful (+1/+1 counters), to storing resources (energy counters and 100 more) - counters represent changes to the board that have usually used resources. Some counters can take a lot of resources to acquire (planeswalker loyalty is a good example - each loyalty you gain requires the use of a less powerful ability that turn and a commitment to protect that planeswalker to use it), and others are trivial (+1/+1 counters). Proliferate doesn't care. A single proliferate can cheat so many resources ot the battlefield or do nearly nothing relevant (your army of 15 creatures going from 2/2 to 3/3 doesnt warp your board position). Furthermore, a single proliferate can add minutes to a turn as dice are found and turned - the only thing that is redeeming about Yawgmoth, thran physician proliferate is that it usually can be demonstrated that it is an infinite combo resulting in a win. 15 incremental proliferates to get to the smae point is messy and boring.
It's weird to me that they haven't given up on that concept entirely.