I used to play Magic with a Pheldagryff guy fairly regularly, and he was pretty much Purple Man/Killgrave from Jessica Jones at the multiplayer table. Players followed his suggestions like they were orders, against all semblance of self interest. It was unreal.
What would you dooOOOooo for a hippo token? (to the tune of the klondike bar jingle)
I tend to favor a lighter touch of merely manipulating the board state to motivate people to do what I want. But sometimes people need a little hippo-shaped incentives to do my bidding. Muhaha.
Also this is pretty off-topic, but is everyone else seeing this comment as having -1 upvotes? Looks like there's some bug with the software, I liked it, then later it acted like I could like it again and it went up to 2, and then when I refreshed the page it was at 0 and if I removed my vote it went to -1.
I understand your position, but I don't feel like I play in a blowout combo meta. It was just the paradigm I walked into at my LGS; to pack extra hollowpoint bullets but hold them until we're bored of fireworks. Dunno why it's like that, dunno who started it.
But after a couple years, you figure out how other people play and play what you know is acceptable and effective.
P.S. I wouldn't really want to play against you either (despite the vast statistical unlikelihood and my appreciation for you as a regular poster). A picture of Pheldagriff is what you'd really find if you shaved Damien Thorn's head and that's one satanic migraine I would merrily avoid.
Oh? What's so bad about Phelddagriff? Have you actually played against someone's version of my deck, or did you just look at the thread and decided it sounded too Machiavellian for you to stomach? Or do you just think the actor has a familial resemblance to a badly-drawn flying hippopotamus?
Anyway I don't play Phelddagrif every game, he's more my competitive (or at least anti-competitive) deck. It works best when the field is badly balanced (especially when someone shows up with a cEDH deck to an otherwise casual group, since I can easily take them down a peg), but is also totally safe to play even in a purely casual meta. More commonly I'm playing whatever my flavor-of-the-week commander is, though. I've got a pretty bad case of EDHD, sometimes I make several decks a week when I'm really into it.
I think if I were in your group I'd want some pretty firm rules on when combos were "allowed". As long as you have a well-established rule, then you can still try to solve the puzzle within that problem space. That said, I probably still wouldn't run them since I find them a boring way to end a game. But I'd want to know that the other players are playing to win, within whatever version of the rules they're playing by.
I can tell where you're coming from and how my structure feels like it's going against some sequence of logic. Let's start with this: "The primary plan is primary plan because its the best one." There we have our first disagreement - the primary plan is the way you hope to win with, the janky brew idea(s) you intended as the deck's base and not necessarily the "best" one. The "Combo" is the backup because its the one that needs the least components in order to technically win, but if you win with said combo you are actually just "closing the game proper" than actually "winning", because you've failed to win via the primary objective.
Yes, at the start of any given game, the backup "combo" is inherently more powerful because you can tutor for it straightaway and win, but as I said, closing the game without accomplishing your primary objective is "pointless" so to speak. Doing so while your primary objective pieces have not been disposed of is doubly insulting to the deck's brewing purpose. Of course, this is only within context of decks of equal or lower calibre - if plunged into complete cEDH, it becomes your typical logic of "best plan = primary plan... or rather, given the prevalence of removal... the decoy plan."
I can already feel your potential cringe of the start being like that - I'm spending resources (draw, tutors) building on a weaker plan, but at the same time I'm also forced to spend the same resources on removal and the like to deal with threats (and combos if combos are someone's primary plan). By the time the primary plan is worn down to be impossible, not only do I lack the resources to promptly just summon the backup, part of several combos might have already been spent since it's important to make sure your combos aren't just "two cards stuck into the deck", each and every piece must also have synergy with the primary weaker plan.
Let's use the zombie plan as an example (since I actually have one) - My primary plan is to beatdown with as many zombie (preferably the 2/2 tokens I collect) as possible. I do have my share of counterspells to stop wipes, but the secondary plan against wipes is to sacrifice them and let Plague Belcher/Vengeful Dead do the job (likewise, against pillowfort and the like, Shepherd of Rot is also a secondary plan). The kicker comes in when I know I have run out of resources to reliably ensure I can muster enough zombie (tokens) for either plan against the opponents' plans and/or life totals in time - now I need to use whatever resources I have (usually draw, not tutor) to find Gravecrawler and Phyrexian Altar (or Rooftop Storm and some sac outlet) and I'm potentially still screwed if either Belcher or Vengeful is completely out of the realm of recovery.
If we're playing cEDH within the closer group and/or the new player outright declares cEDH and/or tells us to play our best, gravecrawler, altar and plague belcher might be out as early as first to third turns (depending on draw/tutors) and it would still be answered safely. In such games, the "backup" plan becomes the "decoy" plan because you expect it to fail and it's actual purpose is simply to exhaust the opponent's resources. The primary plan usually still retains because we're spending each other's removals on each other's "decoys" (hence the actual need for several backups/decoys in some decks). If I walked into a casual game doing that it would be a three-turn game at most that doesn't even accomplish the decks' primary goal because the decoy won... so it's a decoy victory and essentially as worthless as a backup/closer one (which is why they're the same).
If I removed the teeth of the decoy/backup plans, all I'm left is the midrange grindfest that honestly makes the primary plan itself boring (especially since the combos are also interweaved into the theme - Gravecrawler is equally useful in sac-lose-life plan even when not infinite and Altar is great ramp for the deck regardless, I could replace Altar with Ashnod's instead, but it falls to the Magic Feather argument - I have the Phyrexian which is better why "cripple" myself during deckbuilding instead of when playing? Sure in theory I could swap Altars depending on the players, but in practice I usually play with people of the same caliber and my resources are already split across multiple decks of around the same level (so they can form an apocalypse constructed cube), so that means having to double unsleeve and double-sleeve the altars (and bringing said decks with each other all the time, I'm not cherry-picking cards from several other decks to form a sideboard).
As for the "fragile part" - we're in multiplayer edh, with me tilting towards the competitive end... nothing is durable, there are answers for everything by anyone on the table (even for protective measures). The value of a decoy/closer is in how many pieces it requires to assemble so it can either outspeed removal (in cEDH), dispose of removal for the future at a low cost (decoy function) or assemble successfully in the window of opportunity that both draw and removal resources were halted by the primary plan doing well enough to demand all the attention in order cripple it down (backup/closer function). Yes, there are bad times where everything just fails and you just sit there twiddling your thumbs, but the whole design philosophy is to minimize such cases from happening, without decoys/backups, it a whole lot more common than one would imagine.
See, if it were me, I think there are loads of things you could do to prevent the main plan from running out of gas. There are quite a few mass reanimation spells, in case of a board wipe. There's big and/or recurring draw to reload if you're low on gas. There's your own board wipes and hand wipes in case your opponents are getting ahead of you on board or hand, to bring them down to your level. Granted, you'd have to draw them for it to be relevant, but the same is true for a combo. And at least each of those pieces is effective on their own. Phyrexian altar is a pretty weak topdeck if you've got no board. There's also plenty of cards that are reasonable standalone wincons - geth, lord of the vault comes to mind. Razaketh. Sheoldred. Necropotence. If you're building your deck well, I think it should be pretty unlikely you'll ever be totally out of the game.
But ignoring the specifics of your deck, one thing you've mentioned a couple times that I disagree strongly with is the idea of being relegated to a "kingmaker" because you've run out of gas. In any reasonably-balanced game, every player should have some impact on who wins the game, even though obviously most of them won't win it for themselves.
Take, for example, a game I played the other day. I'd been missing a lot of land drops over a long game, so my 2 remaining opponents (rakdos and nikya) were sitting on 10+ lands each while I only had 6. All of us were at relatively low life. I knew I couldn't win a 1v1 against either of them, so my goal became to prolong the game. Rakdos player attacks the nikya player for 5, and since I left it up (myself being at 9) and having nothing else to use it on, I used kor haven to prevent the damage, because I deduced that my best chance to win the game was in prolonging their conflict, so that they might exhaust each others resources and give me a fighting chance against the victor. Well, rakdos didn't like this tactic and so targeted me with rakdos's return for 8, putting me to 1 with no cards in hand. On the next turn, nikya killed him with a card he had in hand.
Now, if I'd not been there rakdos definitely would have won, he had the damage and the ability to strip his opponents hand. But he played badly, targeting me because I annoyed him rather than targeting the real threat. Does that make me a kingmaker? Well, if I'd been targeting the rakdos player with the goal of helping nikya win, then yes. But I would argue that, so long as you're acting with the goal of maximizing your own chance to win the game, you can't be a kingmaker. If you're in topdeck mode hoping to draw into one of the cards I mentioned before, and someone overextends attacking you and gets killed by another player, that doesn't make you a kingmaker either. The only time someone is kingmaking is if they intentionally help another player win. And nothing about being on the ropes forces you to do that.
Now, at the end of the day, having fun is the only real goal of commander. Playing to win is merely a path to that goal. If your group really enjoys playing this way, then go nuts - nothing I say can change that, if it's what you really truly prefer. I still suspect that you might have more fun if you all built decks that were maximally fun when played to win, rather than decks that need to be misplayed to be fun, but I really have no way to prove or disprove that conjecture. What's more important is that everyone is on the same page. Even if that page is WRONG.
Wrong. I've lost count of the playgroups I've played in where your deck was called cutthroat even if it was all dumb french vanilla creatures just because you happened to have a Bayou.
Casual can't be defined. What's casual and fun to me is finding suboptimal ways to win even if I have access to better plays. Wheter or not that's casual to you isn't very relevant because we don't play each other.
I've been playing dual-lands in commander decks in many different groups (hell, in multiple countries) for years, and no one has batted an eye. I'm not even sure if anyone even hardly noticed, or at least they didn't say anything. You can certainly make a decent manabase (at least for 2-3 color) without them, though, especially duals. I can't exactly refute your experiences, but I also find it hard to believe you'd need to have a combo backup plan in a group where people are losing their minds over a slightly blinged-out manabase.
I have no idea why having better ways to win that you don't use would make anything more fun, but ok. At the end of the day, as long as everyone is having fun, that is what counts. For me, I find playing to win at all costs, provided the deck is constructed properly, creates difficult puzzles, interesting interactions, and an overall satisfying experience, win or lose.
But maybe you have more fun if you know you could win in the back of your head. Make sure to let your playgroup know about it next time. Then you can find out if their definition of fun is the same as yours.
This is I think the source of all this dissonance of opinion: You appear to believe people are usually strictly logical beings. We are not, hence why the study of modern economics (founded on realtively simple logical principles) is rarely practical and often only theoretically applicable.
Very often we place what we want over what might be "optimal" because we simply prefer it. Therefore, telling us that our in-game reasoning is stupid in an idiosyncratic, unsanctioned game mode where social settings influence the rules (and their supporting logic) is only a stone's roll away from "My fun = best fun" or "everyone should play like I do", and I know you know those are fallacies.
I don't think logic really factors into this at all. Logically there's no real reason to play commander in the first place, except fun, which is of course subjective. My assertions are based on my experience that the most satisfying and fun way to play commander - or any format - is to play to win, because it takes all the nonsense that happens during the game and turns it into an adventure of discovery. When you terminate your own creature to prevent your opponent gaining life off a hexproof lifelink creature, and then kill them on the next turn - that's fun because you're discovering strange things about the game, like sometimes killing your own creature can be the right play. If you terminated your own creature just "for the lulz" then you really haven't discovered anything. And multiplayer commander amps this up tenfold - realizing that giving your opponent back a counterspell with shieldmage advocate is a way to stop a tooth and nail is an interesting new dimension, a whole new direction to explore that doesn't exist in the 1v1 game of magic. If you're not playing to win, then none of this is interesting anymore because it loses its context. Stopping the tooth and nail isn't important because letting it resolve isn't a problem, if your goal isn't to win.
BUT, that's just what I find fun about the game. Maybe you find something else - like holding back on a superior plan because it would result in an unsatisfying game, while still keeping that plan in the deck because you can't (for some reason) balance that deck without it - to be more fun. There's nothing objectively wrong about your position. But, as with the other posters, I'd recommend you share your perspective with your opponents, and let them know you may well have a way to win that you aren't using. If they also agree with your method of achieving fun, then mazel tov, it's a match. But don't expect me to want to play with you.
EDIT: having thought about it some more, I think a lot of the enjoyment I get from magic is from viewing it as a puzzle, where the goal is to find the best plays in order to win. I think it could be also fun to have some other goal that you're trying to puzzle towards, but you'd probably best make sure the rest of your group is cool with it.
This is probably why I don't enjoy tabletop RPGs - they're less about trying to solve a puzzle, and solving them in the same way one tries to solve magic is generally viewed as metagaming and frowned upon.
This is not a matter of "If you enjoy combo, play combo. If you don't enjoy combo, don't bother at all". This is our solution to "what happens if your primary plan of the brewed deck fails?" Perhaps your solution is "I'll concede and move on to the next game", but to us that is disrespectful, not letting people who still have a chance of executing their primary plan to continue doing so - what fun is there if the game ends abruptly because the first person in the pod decided to concede because he or she couldn't assemble the primary win-con? Scrambling for boring combo last-minute isn't as efficient as just T1 tutoring into it and will take time, time in which participants still on their first plan can continue to do so, whereas people who "conceded" aren't reduced to mere puppet and/or kingmaking positions.
I said this was built and agreed upon by our circumstances - you say this lets everyone have a Magic Feather... and that is true - the core group consists of pretty much experienced players with years of experience and collections, perhaps not to the extreme (although there are a few semi-active players who does bling out their cEDh in OG foils and beta duals). The primary decks we build are all very near-competitive from the get-go and the "inverse mantra" keeps it from being outright cEDH. Again, this is not a matter of "If we enjoy playing cEDH, just play cEDH", we will do that when we feel like it - what we're doing and enjoying is "creating decks that can stretch to meet both ends of cEDh and casual in the same deck" instead of creating purely cEDH and casual decks, because we don't enjoy that.
Perhaps I've phrased my wordings really badly to make sound hypocritical in terms of combo - if you want to play combo, go ahead, we'll definitely have the answers to stop you from doing so. The only mentality I think we're really on opposite ends is that (I think that) you think "as long as you have a combo in the deck, you should always tutor for it as fast as possible and give it your "best"... and leave combos out of your other decks trying to win in other interesting ways", whereas from our own experiences it becomes "your other interesting winning way should have back-up combo so that you would have something to strive for when the plan fails instead of ruining the actual play experience by outright conceding/kingmaking afterwards".
The "interesting way first, combo backup" formula doesn't seem to gel with you because it feels like you're emphasizing on "as long as you have a combo, you should always combo first, otherwise it feels like you're not trying to win" whereas it gels with us because it's a formula that works in pretty much any scenario - casual, competitive and itself as well. If the point of contention is that it feels like we're "holding back" when playing casually, all you have to do is tell us and you'll face the cEDH side of the same decks. If the point of contention to that is that we don't have a purely "casual" deck, then yes, that's the whole point this whole thing was for - because we don't enjoy building "purely casual" decks with no backup, because once the plan fails, it becomes a miserable experience altogether - conceding outright is considered worse than striving for a combo-backup and kingmaking is even worse.
Actually, I think we're just agreeing to disagree here - you pointed here our "holding back" is a mutual agreement, but my whole point of contention is that I had to say that because right before that post your suggestion was to communicate, which implies you thought we didn't (apologies if you didn't mean it that way, but I had to infer with what I have), hence the whole post there. Likewise, this recent post citing answers being important - trust me, we definitely know how important answers are, considering we originate from cEDH or at least very close to it in terms of power.
Having a backup plan is all well and good, but I feel like you've got it backwards. The primary plan is the primary plan because it's the best one, the one with the best chance of winning. The backup plan is the next best chance of winning. And so forth. You switch to the backup plan when the chances of the first plan succeeding become lower than the backup. All these decisions are predicated on trying to win the actual game, though, and playing your best. If you've got your better plan as your secondary, then there's no logic to when you switch plans - because logically you should switch the moment the game begins.
Maybe I'm too much of a min-maxer to make any logical sense out of what you're saying, but it sounds like the best deck in your meta would be one with a primary plan that falls apart like tissue paper, to give you the fastest excuse to start playing towards a robust combo plan that's your "backup".
I don't follow this "when your plan falls apart" scenario though. A combo can fall apart, sure, because it's dependent on specific cards which could be removed, but if your plan is, say, "beat face with zombies" or whatever, then unless someone strips all the zombies out of your deck I'm not sure at which point you'd be incapable of acting on your plan.
Decks without combos can, of course, have backup plans, and they don't have to be bad decks, either. People in this thread keep acting like the only alternative to including a combo is having a precon-grade deck that falls apart against a stiff breeze, when that's obviously not the case. A good deck should either have a very robust plan, or multiple backups if the primary plan becomes untenable, but there are myriad ways to do that which don't need to include a combo.
Not that this is even specifically about combo - it's about building a deck that plays the way you want to play it, whether that's combo or something else. If you build a deck trying to do X but with backup plan Y that turns out to be stronger...then you've made a Y deck with an X backup plan, not the other way around. If you can't find a way to make your X plan the most viable part of your deck and still make your deck perform decently, then I'd say that's a failure of deckbuilding.
As far as having answers, then I think it sort of begs the question - if you're so worried about being plan-less and having your primary wincon dismantled, then what exactly do you do if your backup combo gets answered? I would think if your goal was to avoid being stuck without a way to win, you'd want the most durable backup plan possible, not something that will presumably fall apart if a single card in answered. Which, strangely enough, is how many decks in competitive play in other formats work - fragile but powerful primary plan, with a weaker but more durable backup.
Holding back can be fun because it makes you analyze the game from layers you wouldn't and find alternative roads to victory that playing competitively with bad cards just doesn't give.
I might be misinterpreting what you said because it's a little hard to parse, but your first sentence makes it sound like you think you only have 2 options: play a powerful deck with combos (and then choose not to play them) or play one with a cheap manabase. Which doesn't follow at all. Whether or not you put combos in your deck (or how powerful you make your deck on the whole) is a completely separate decision from how much you sink into your manabase. You can play duals and fetches in an otherwise jank deck. No one's going to call the cops, I promise.
I also don't follow the second sentence either. What layers are you analyzing that you couldn't analyze without having the combo at all? No one said you had to run bad cards. Do you want to win with diregraf colossus and gravecrawler beats? Great, run those cards. Are you not playing phyrexian altar despite having it? Then don't run it. The only "layer" I'm seeing that's only available by running a combo you don't play is the layer of knowing you could win and then not winning. Which is not a very interesting layer imo.
Ah, but we did communicate - in fact what we presented to you is what came out of the communication, which is why I said it's a matter of perspective - there's no right or wrong, but the majority of the core group in my LGS agreed to this "inverse mantra". You could argue that perhaps intrinsically we are compromising and I won't deny that, but the "inverse mantra" was decided taking into account on how we would react to different newcomers to the LGS (not necessarily new players to the game/format overall, could be walk-in experienced player).
Using the MJ and his magic feather example, I would tell you that we wouldn't want him to ditch his magic feather so just we could have a "equal" match - it would be disrespectful to the fact he has the Magic Feather and we know he does. Just like you think us playing our 75% decks and lowering ourselves to 50% to match casual to disrespectful, we think if you could improve your deck with cards you have but you didn't because you outright wanted to "match" a lower tier, to us is no different from putting it into your deck and not playing it out - in my meta, deckbuilding criticism (the good kind) is no different from questioning move decisions in-game as well - "why you didn't play out the game-winning combo" is an equal question to "why didn't you put this fitting combo we know you own into your deck" and the same answer of "I didn't want to win too easily" is met with equal lack-of-approval.
Perhaps saying "Build competitively, play casually" as the inverse mantra is not correct - the correct order is "play casually, build competitively". Our roots lie in managing the way we play so that it doesn't cause players to outright have to divide their decks (or even worse, only have 1 deck (especially newer players) and effectively have to sit out games) into distinct competitive and/or casual decks, we seek to improve all our decks over time still. Building is primarily individualistic process (even if we do give out criticism to assist), but the playing style is a whole lot interweaved between all active players of the group. Telling a player to build a whole another deck of a different tier is a whole lot less productive than telling them our playstyle and have them try to adapt to it. Sure both require change, but we have enough proof over the years to see which one has a better retaining rate.
If you enjoy playing combo, I'd say just play combo. I don't have a problem with people playing combo decks against each other if that's what they like to do. If you want to have a house rule that says "no combos until turn 6" or something, that also seems fine to me. Then people can play their best within that constraint.
In the metaphor, this is roughly letting everyone have a magic feather. That way it's a fair, fun game. You say you don't want him to lose the feather, but if someone sits down with a combo deck you're effectively asking them to play like they don't have one. I'm not sure how this is supposed to be less disrespectful. Personally I'd rather not play at all, than be told I'm supposed to play my deck incorrectly.
As far as people having to sit out, I'm not sure what you're trying to avoid. If most of you have multiple decks, than whatever a newcomer shows up with, you'll be prepared for it. If there are multiple players with only one deck and one has a powerful deck and one has a weak deck...well, that game was always going to suck.
But if you wanted it to NOT suck, the better solution would be to run ANSWERS to the more powerful deck, so that you can dole out an appropriate amount of hate to bring the powerful deck down to the same level as the weaker one. Not pile on to the problem by having multiple combo decks racing to the finish line while the weaker deck has no chance at all.
As far as deckbuilding being the same as playing, I wonder if you're willing to follow that line of thought to its natural conclusion. If someone had all the cards available to them, would you be disapproving if they DIDN'T build FCT or some similarly degenerate, win-on-turn-3 deck? They'd be holding back and you'd feel your win wasn't earned if they built anything less? Why can't people brew for the sake of brewing? I don't put combos in my deck because I want to try to win in other, more interesting ways. Deckbuilding is an experiment, and forgive me if I don't want to experiment with the same cards that have been done to death already. Also it sounds like you're holding back during play (by mutual agreement) anyway, so I'm not sure where this disapproval is coming from. Seems like everyone should just be fine with either, rather than disapproving of both.
Emphasis mine. As someone who stated prior in this thread an opinion aligned with the faction you're referencing, I can tell you it isn't for "anti-competitive" reasons, just acknowleding practical realities. I can go play EDH at most twice per week for about 4 hours each time. If one game takes the whole four, or even just three, I get to play that many fewer games in an already limited window.
Furthermore, by reserving combos as a mutually agreed late game tool, it adds a cold war fear to the game that I find intriguing. The land war rages on, but secretly we're all building nukes. It's spicy IMHO.
So the winner is the first person to decide the game has gone on too long? Doesn't sound like a very interesting competition. But then I'm not much for spicy food, either.
(granted this is pretty oversimplified since there are such things as answers. But that also sort of negates the whole "this is my one and only plan to end the game when it's gone on too long" plan, if it can be disrupted).
It's all a matter of perspective. The most important thing to note about "75% / build competitively, play "casually"" (I don't claim to speak for everyone, but I guess there's some common baseline at least with others with similar mentalities) is that the primary win-con is usually by nature a casual win-con (or at least reasonable in the realm of casual) and the "competitive half" (which amounts to pretty much a couple of insta-win combos and tutors) is an adaptation tool to the competitive side of the LGS's meta. "As long as everyone is playing the same something" is not a luxury the flexible LGS walk-in scene can afford, even with core groups in the LGS tilting towards either side of the meta.
On the "mathematical" surface level, you can say that we're not trying our best based on our decklists solely, but the 75%/inverse mantra in by itself is a social agreement within the LGS/group - we are all aware that we're playing with the primary objective of winning with methods that don't really match cEDH standards and may be higher than the typical casual standard (but can be reasonably stopped in the dimension).
Perhaps the gap between competitive and casual isn't as wide in your meta, but 75% isn't exactly "flip a switch - I'm competitive now" - by the time you analyze that your primary plan isn't going to work, resorting to the "competitive half" is already "fighting tooth and nail to win" against decks of the same or higher caliber. Any less than this baseline, you'll be either conceding or passively doing so by durdling (or worse, kingmaking), in which by itself leaves a bad taste.
To put it bluntly, the "competitive backup plan" is essentially us "conceding" in a twisted, yet gracious way - we admit that we aren't going to win with our preferred way, but at least we aren't to just leave abruptly or go down as puppets or kingmakers (especially considering the politics of multiplayer combined with resources of the game) and we're going to throw what is admittedly "more boring combos" as the last wall for you to overcome. Perhaps to you (and people with the same opinions), a clean concede would be neater and more polite, but from our perspective, denying our opponent the chance to play out their strategies or practically staying there as a goldfish is also disrespectful in its own way.
So (1) bring multiple decks and (2) communicate before you sit down.
If I found out I'd won a game because someone else was sitting at the table with a win in hand and didn't play it, I'd feel like my win was tainted and I'd never want to play with them again.
If I wind up in a more casual game then why would I want to just wreck it by tutoring up a combo and ending the game when I could play a little looser and have a longer and hopefully more enjoyable game? Similarly, if I ever got the opportunity to play a game of pickup ball with Michael Jordan (showing my age because that is the most recent player I know), how would either of us enjoy it if he played like he was on the court still when he could b9ld back and give me a fighting chance when I'm going 100%?
Same as above. Bring multiple decks. Communicate. Or just bring a sideboard to take in/out the combo stuff.
MJ isn't a good comparison because that's an innate ability. You aren't intrinsically bound to your deck. If MJ had a magic feather that made him good, and without it he'd be roughly equivalent to your skill, wouldn't you rather he just ditched the magic feather and tried his heart out, rather than kept it but played like crap on purpose?
Having the combo doesn't mean I have to tutor and cast it as soon as possible tho. You can build competitively and still play casually.
I've seen this inversion of the EDH mantra a couple times and it really bothers me. It's supposed to be "build casually, play competitively", not the other way around.
Mostly I just don't understand how people could have fun following the inverted mantra. The reason the EDH mantra works is that competition is FUN. Trying your best to win at a game is a pastime that's provided enjoyment for humans since time immemorial. And as long as everyone is playing toned-down decks that don't have easy "I win" buttons, it's a good, satisfying game. I can't speak for everyone, but I wouldn't have any fun playing a deck that I knew I could win with, but intentionally held back.
I've used this analogy in the past and I think it's apt - playing a (powerful) combo deck and holding back is like bringing a NASCAR racer to your buddy's homemade go-kart competition and trying to match your speed. It's condescending, it makes the competition feel meaningless, and I don't understand how it could possibly be fun for you. I'd much rather bring the slowest go-kart of the bunch, and have to fight tooth and nail in order to stand half a chance.
Not to say that "playing competitively" means you're acting like it's day 2 of a GP or something. Take-backsies as long as no hidden info from your opponents was revealed, etc. is all fine. I just mean that I'm always trying to find the best play. It still doesn't need to be taken super seriously when all is said and done.
Well, not using combo, it's the only way I can be satisfied. If I use a combo...tch, over too quickly.
Apologies to Mandy Patinkin.
I have complicated feelings on combo.
On one hand, I find (at least well-known efficient combos) to be a really boring way for a game to end. I think people who are play competitive decks in casual games, especially if they don't make any disclaimer or apology about it, to be in poor taste at a minimum. I think that combos are the easiest way to win at basically every level of deck strength because it reduces the opportunity for your opponents to respond - and the tide of threat and response is a big part of what makes magic great, so limiting that ability, especially in combination with cards like teferi or conqueror's flail, significantly reduces the enjoyment I get out of those games. But it's definitely very strong.
But what's interesting is that, while I think some people gravitate towards combo because they're building too competitively, I find a lot of people include them - or at least claim to include them - for almost anti-competitive reasons. A lot of them are in this thread. Generally the reason is given as something like "I don't tutor/play it early, but if the game is going on too long and it needs to end, then I'll tutor/play it." That is, they presumably have games which they could have won but chose not to, in the name of creating an enjoyable game. Which is kind of fascinating to me, since it's almost treating the game like it's D&D or something - about trying to create an experience first rather than an actual competition. Which I'm sure is how some people see the format, but for me, I like commander because the competition first, which creates an experience that I enjoy. And I hate tabletop RPGs because it feels too much like making your own fun. If I knew how to have fun I'd just be doing that. Games give me a structure that I can understand, and then fun naturally happens while following that structure (if it's a good game).
Personally I almost never feel like the game has gone on too long. I can happily play a game that lasts for hours and hours. But I also generally pack combo-breakers and I can threat-assess like a champ. Which might be why my games always last so long, come to think of it.
Anyway, I basically never pack combos. The vast majority of people I've played commander against - and I realize this is going to sound condescending as hell - aren't really at the same level as I am, in terms of how much time they spend on magic in general or commander in particular, or how well they "get" the game. In limited I have plenty of opponents that are on a similar level, but commander I usually feel like an adult playing against children. I win too many games already. If I played combos I'm pretty sure I'd be completely insufferable.
I tend to favor a lighter touch of merely manipulating the board state to motivate people to do what I want. But sometimes people need a little hippo-shaped incentives to do my bidding. Muhaha.
Also this is pretty off-topic, but is everyone else seeing this comment as having -1 upvotes? Looks like there's some bug with the software, I liked it, then later it acted like I could like it again and it went up to 2, and then when I refreshed the page it was at 0 and if I removed my vote it went to -1.
EDH Primers
Phelddagrif - Zirilan
EDH
Thrasios+Bruse - Pang - Sasaya - Wydwen - Feather - Rona - Toshiro - Sylvia+Khorvath - Geth - QMarchesa - Firesong - Athreos - Arixmethes - Isperia - Etali - Silas+Sidar - Saskia - Virtus+Gorm - Kynaios - Naban - Aryel - Mizzix - Kazuul - Tymna+Kraum - Sidar+Tymna - Ayli - Gwendlyn - Phelddagrif 4 - Liliana - Kaervek - Phelddagrif 3 - Mairsil - Scarab - Child - Phenax - Shirei - Thada - Depala - Circu - Kytheon - GrenzoHR - Phelddagrif - Reyhan+Kraum - Toshiro - Varolz - Nin - Ojutai - Tasigur - Zedruu - Uril - Edric - Wort - Zurgo - Nahiri - Grenzo - Kozilek - Yisan - Ink-Treader - Yisan - Brago - Sidisi - Toshiro - Alexi - Sygg - Brimaz - Sek'Kuar - Marchesa - Vish Kal - Iroas - Phelddagrif - Ephara - Derevi - Glissa - Wanderer - Saffi - Melek - Xiahou Dun - Lazav - Lin Sivvi - Zirilan - Glissa
PDH - Drake - Graverobber - Izzet GM - Tallowisp - Symbiote Brawl - Feather - Ugin - Jace - Scarab - Angrath - Vraska - Kumena Oathbreaker - Wrenn&6
Anyway I don't play Phelddagrif every game, he's more my competitive (or at least anti-competitive) deck. It works best when the field is badly balanced (especially when someone shows up with a cEDH deck to an otherwise casual group, since I can easily take them down a peg), but is also totally safe to play even in a purely casual meta. More commonly I'm playing whatever my flavor-of-the-week commander is, though. I've got a pretty bad case of EDHD, sometimes I make several decks a week when I'm really into it.
I think if I were in your group I'd want some pretty firm rules on when combos were "allowed". As long as you have a well-established rule, then you can still try to solve the puzzle within that problem space. That said, I probably still wouldn't run them since I find them a boring way to end a game. But I'd want to know that the other players are playing to win, within whatever version of the rules they're playing by.
EDH Primers
Phelddagrif - Zirilan
EDH
Thrasios+Bruse - Pang - Sasaya - Wydwen - Feather - Rona - Toshiro - Sylvia+Khorvath - Geth - QMarchesa - Firesong - Athreos - Arixmethes - Isperia - Etali - Silas+Sidar - Saskia - Virtus+Gorm - Kynaios - Naban - Aryel - Mizzix - Kazuul - Tymna+Kraum - Sidar+Tymna - Ayli - Gwendlyn - Phelddagrif 4 - Liliana - Kaervek - Phelddagrif 3 - Mairsil - Scarab - Child - Phenax - Shirei - Thada - Depala - Circu - Kytheon - GrenzoHR - Phelddagrif - Reyhan+Kraum - Toshiro - Varolz - Nin - Ojutai - Tasigur - Zedruu - Uril - Edric - Wort - Zurgo - Nahiri - Grenzo - Kozilek - Yisan - Ink-Treader - Yisan - Brago - Sidisi - Toshiro - Alexi - Sygg - Brimaz - Sek'Kuar - Marchesa - Vish Kal - Iroas - Phelddagrif - Ephara - Derevi - Glissa - Wanderer - Saffi - Melek - Xiahou Dun - Lazav - Lin Sivvi - Zirilan - Glissa
PDH - Drake - Graverobber - Izzet GM - Tallowisp - Symbiote Brawl - Feather - Ugin - Jace - Scarab - Angrath - Vraska - Kumena Oathbreaker - Wrenn&6
But ignoring the specifics of your deck, one thing you've mentioned a couple times that I disagree strongly with is the idea of being relegated to a "kingmaker" because you've run out of gas. In any reasonably-balanced game, every player should have some impact on who wins the game, even though obviously most of them won't win it for themselves.
Take, for example, a game I played the other day. I'd been missing a lot of land drops over a long game, so my 2 remaining opponents (rakdos and nikya) were sitting on 10+ lands each while I only had 6. All of us were at relatively low life. I knew I couldn't win a 1v1 against either of them, so my goal became to prolong the game. Rakdos player attacks the nikya player for 5, and since I left it up (myself being at 9) and having nothing else to use it on, I used kor haven to prevent the damage, because I deduced that my best chance to win the game was in prolonging their conflict, so that they might exhaust each others resources and give me a fighting chance against the victor. Well, rakdos didn't like this tactic and so targeted me with rakdos's return for 8, putting me to 1 with no cards in hand. On the next turn, nikya killed him with a card he had in hand.
Now, if I'd not been there rakdos definitely would have won, he had the damage and the ability to strip his opponents hand. But he played badly, targeting me because I annoyed him rather than targeting the real threat. Does that make me a kingmaker? Well, if I'd been targeting the rakdos player with the goal of helping nikya win, then yes. But I would argue that, so long as you're acting with the goal of maximizing your own chance to win the game, you can't be a kingmaker. If you're in topdeck mode hoping to draw into one of the cards I mentioned before, and someone overextends attacking you and gets killed by another player, that doesn't make you a kingmaker either. The only time someone is kingmaking is if they intentionally help another player win. And nothing about being on the ropes forces you to do that.
Now, at the end of the day, having fun is the only real goal of commander. Playing to win is merely a path to that goal. If your group really enjoys playing this way, then go nuts - nothing I say can change that, if it's what you really truly prefer. I still suspect that you might have more fun if you all built decks that were maximally fun when played to win, rather than decks that need to be misplayed to be fun, but I really have no way to prove or disprove that conjecture. What's more important is that everyone is on the same page. Even if that page is WRONG. I've been playing dual-lands in commander decks in many different groups (hell, in multiple countries) for years, and no one has batted an eye. I'm not even sure if anyone even hardly noticed, or at least they didn't say anything. You can certainly make a decent manabase (at least for 2-3 color) without them, though, especially duals. I can't exactly refute your experiences, but I also find it hard to believe you'd need to have a combo backup plan in a group where people are losing their minds over a slightly blinged-out manabase.
I have no idea why having better ways to win that you don't use would make anything more fun, but ok. At the end of the day, as long as everyone is having fun, that is what counts. For me, I find playing to win at all costs, provided the deck is constructed properly, creates difficult puzzles, interesting interactions, and an overall satisfying experience, win or lose.
But maybe you have more fun if you know you could win in the back of your head. Make sure to let your playgroup know about it next time. Then you can find out if their definition of fun is the same as yours. I don't think logic really factors into this at all. Logically there's no real reason to play commander in the first place, except fun, which is of course subjective. My assertions are based on my experience that the most satisfying and fun way to play commander - or any format - is to play to win, because it takes all the nonsense that happens during the game and turns it into an adventure of discovery. When you terminate your own creature to prevent your opponent gaining life off a hexproof lifelink creature, and then kill them on the next turn - that's fun because you're discovering strange things about the game, like sometimes killing your own creature can be the right play. If you terminated your own creature just "for the lulz" then you really haven't discovered anything. And multiplayer commander amps this up tenfold - realizing that giving your opponent back a counterspell with shieldmage advocate is a way to stop a tooth and nail is an interesting new dimension, a whole new direction to explore that doesn't exist in the 1v1 game of magic. If you're not playing to win, then none of this is interesting anymore because it loses its context. Stopping the tooth and nail isn't important because letting it resolve isn't a problem, if your goal isn't to win.
BUT, that's just what I find fun about the game. Maybe you find something else - like holding back on a superior plan because it would result in an unsatisfying game, while still keeping that plan in the deck because you can't (for some reason) balance that deck without it - to be more fun. There's nothing objectively wrong about your position. But, as with the other posters, I'd recommend you share your perspective with your opponents, and let them know you may well have a way to win that you aren't using. If they also agree with your method of achieving fun, then mazel tov, it's a match. But don't expect me to want to play with you.
EDIT: having thought about it some more, I think a lot of the enjoyment I get from magic is from viewing it as a puzzle, where the goal is to find the best plays in order to win. I think it could be also fun to have some other goal that you're trying to puzzle towards, but you'd probably best make sure the rest of your group is cool with it.
This is probably why I don't enjoy tabletop RPGs - they're less about trying to solve a puzzle, and solving them in the same way one tries to solve magic is generally viewed as metagaming and frowned upon.
EDH Primers
Phelddagrif - Zirilan
EDH
Thrasios+Bruse - Pang - Sasaya - Wydwen - Feather - Rona - Toshiro - Sylvia+Khorvath - Geth - QMarchesa - Firesong - Athreos - Arixmethes - Isperia - Etali - Silas+Sidar - Saskia - Virtus+Gorm - Kynaios - Naban - Aryel - Mizzix - Kazuul - Tymna+Kraum - Sidar+Tymna - Ayli - Gwendlyn - Phelddagrif 4 - Liliana - Kaervek - Phelddagrif 3 - Mairsil - Scarab - Child - Phenax - Shirei - Thada - Depala - Circu - Kytheon - GrenzoHR - Phelddagrif - Reyhan+Kraum - Toshiro - Varolz - Nin - Ojutai - Tasigur - Zedruu - Uril - Edric - Wort - Zurgo - Nahiri - Grenzo - Kozilek - Yisan - Ink-Treader - Yisan - Brago - Sidisi - Toshiro - Alexi - Sygg - Brimaz - Sek'Kuar - Marchesa - Vish Kal - Iroas - Phelddagrif - Ephara - Derevi - Glissa - Wanderer - Saffi - Melek - Xiahou Dun - Lazav - Lin Sivvi - Zirilan - Glissa
PDH - Drake - Graverobber - Izzet GM - Tallowisp - Symbiote Brawl - Feather - Ugin - Jace - Scarab - Angrath - Vraska - Kumena Oathbreaker - Wrenn&6
Maybe I'm too much of a min-maxer to make any logical sense out of what you're saying, but it sounds like the best deck in your meta would be one with a primary plan that falls apart like tissue paper, to give you the fastest excuse to start playing towards a robust combo plan that's your "backup".
I don't follow this "when your plan falls apart" scenario though. A combo can fall apart, sure, because it's dependent on specific cards which could be removed, but if your plan is, say, "beat face with zombies" or whatever, then unless someone strips all the zombies out of your deck I'm not sure at which point you'd be incapable of acting on your plan.
Decks without combos can, of course, have backup plans, and they don't have to be bad decks, either. People in this thread keep acting like the only alternative to including a combo is having a precon-grade deck that falls apart against a stiff breeze, when that's obviously not the case. A good deck should either have a very robust plan, or multiple backups if the primary plan becomes untenable, but there are myriad ways to do that which don't need to include a combo.
Not that this is even specifically about combo - it's about building a deck that plays the way you want to play it, whether that's combo or something else. If you build a deck trying to do X but with backup plan Y that turns out to be stronger...then you've made a Y deck with an X backup plan, not the other way around. If you can't find a way to make your X plan the most viable part of your deck and still make your deck perform decently, then I'd say that's a failure of deckbuilding.
As far as having answers, then I think it sort of begs the question - if you're so worried about being plan-less and having your primary wincon dismantled, then what exactly do you do if your backup combo gets answered? I would think if your goal was to avoid being stuck without a way to win, you'd want the most durable backup plan possible, not something that will presumably fall apart if a single card in answered. Which, strangely enough, is how many decks in competitive play in other formats work - fragile but powerful primary plan, with a weaker but more durable backup.
EDH Primers
Phelddagrif - Zirilan
EDH
Thrasios+Bruse - Pang - Sasaya - Wydwen - Feather - Rona - Toshiro - Sylvia+Khorvath - Geth - QMarchesa - Firesong - Athreos - Arixmethes - Isperia - Etali - Silas+Sidar - Saskia - Virtus+Gorm - Kynaios - Naban - Aryel - Mizzix - Kazuul - Tymna+Kraum - Sidar+Tymna - Ayli - Gwendlyn - Phelddagrif 4 - Liliana - Kaervek - Phelddagrif 3 - Mairsil - Scarab - Child - Phenax - Shirei - Thada - Depala - Circu - Kytheon - GrenzoHR - Phelddagrif - Reyhan+Kraum - Toshiro - Varolz - Nin - Ojutai - Tasigur - Zedruu - Uril - Edric - Wort - Zurgo - Nahiri - Grenzo - Kozilek - Yisan - Ink-Treader - Yisan - Brago - Sidisi - Toshiro - Alexi - Sygg - Brimaz - Sek'Kuar - Marchesa - Vish Kal - Iroas - Phelddagrif - Ephara - Derevi - Glissa - Wanderer - Saffi - Melek - Xiahou Dun - Lazav - Lin Sivvi - Zirilan - Glissa
PDH - Drake - Graverobber - Izzet GM - Tallowisp - Symbiote Brawl - Feather - Ugin - Jace - Scarab - Angrath - Vraska - Kumena Oathbreaker - Wrenn&6
I also don't follow the second sentence either. What layers are you analyzing that you couldn't analyze without having the combo at all? No one said you had to run bad cards. Do you want to win with diregraf colossus and gravecrawler beats? Great, run those cards. Are you not playing phyrexian altar despite having it? Then don't run it. The only "layer" I'm seeing that's only available by running a combo you don't play is the layer of knowing you could win and then not winning. Which is not a very interesting layer imo.
If you enjoy playing combo, I'd say just play combo. I don't have a problem with people playing combo decks against each other if that's what they like to do. If you want to have a house rule that says "no combos until turn 6" or something, that also seems fine to me. Then people can play their best within that constraint.
In the metaphor, this is roughly letting everyone have a magic feather. That way it's a fair, fun game. You say you don't want him to lose the feather, but if someone sits down with a combo deck you're effectively asking them to play like they don't have one. I'm not sure how this is supposed to be less disrespectful. Personally I'd rather not play at all, than be told I'm supposed to play my deck incorrectly.
As far as people having to sit out, I'm not sure what you're trying to avoid. If most of you have multiple decks, than whatever a newcomer shows up with, you'll be prepared for it. If there are multiple players with only one deck and one has a powerful deck and one has a weak deck...well, that game was always going to suck.
But if you wanted it to NOT suck, the better solution would be to run ANSWERS to the more powerful deck, so that you can dole out an appropriate amount of hate to bring the powerful deck down to the same level as the weaker one. Not pile on to the problem by having multiple combo decks racing to the finish line while the weaker deck has no chance at all.
As far as deckbuilding being the same as playing, I wonder if you're willing to follow that line of thought to its natural conclusion. If someone had all the cards available to them, would you be disapproving if they DIDN'T build FCT or some similarly degenerate, win-on-turn-3 deck? They'd be holding back and you'd feel your win wasn't earned if they built anything less? Why can't people brew for the sake of brewing? I don't put combos in my deck because I want to try to win in other, more interesting ways. Deckbuilding is an experiment, and forgive me if I don't want to experiment with the same cards that have been done to death already. Also it sounds like you're holding back during play (by mutual agreement) anyway, so I'm not sure where this disapproval is coming from. Seems like everyone should just be fine with either, rather than disapproving of both.
EDH Primers
Phelddagrif - Zirilan
EDH
Thrasios+Bruse - Pang - Sasaya - Wydwen - Feather - Rona - Toshiro - Sylvia+Khorvath - Geth - QMarchesa - Firesong - Athreos - Arixmethes - Isperia - Etali - Silas+Sidar - Saskia - Virtus+Gorm - Kynaios - Naban - Aryel - Mizzix - Kazuul - Tymna+Kraum - Sidar+Tymna - Ayli - Gwendlyn - Phelddagrif 4 - Liliana - Kaervek - Phelddagrif 3 - Mairsil - Scarab - Child - Phenax - Shirei - Thada - Depala - Circu - Kytheon - GrenzoHR - Phelddagrif - Reyhan+Kraum - Toshiro - Varolz - Nin - Ojutai - Tasigur - Zedruu - Uril - Edric - Wort - Zurgo - Nahiri - Grenzo - Kozilek - Yisan - Ink-Treader - Yisan - Brago - Sidisi - Toshiro - Alexi - Sygg - Brimaz - Sek'Kuar - Marchesa - Vish Kal - Iroas - Phelddagrif - Ephara - Derevi - Glissa - Wanderer - Saffi - Melek - Xiahou Dun - Lazav - Lin Sivvi - Zirilan - Glissa
PDH - Drake - Graverobber - Izzet GM - Tallowisp - Symbiote Brawl - Feather - Ugin - Jace - Scarab - Angrath - Vraska - Kumena Oathbreaker - Wrenn&6
(granted this is pretty oversimplified since there are such things as answers. But that also sort of negates the whole "this is my one and only plan to end the game when it's gone on too long" plan, if it can be disrupted). So (1) bring multiple decks and (2) communicate before you sit down.
If I found out I'd won a game because someone else was sitting at the table with a win in hand and didn't play it, I'd feel like my win was tainted and I'd never want to play with them again. Same as above. Bring multiple decks. Communicate. Or just bring a sideboard to take in/out the combo stuff.
MJ isn't a good comparison because that's an innate ability. You aren't intrinsically bound to your deck. If MJ had a magic feather that made him good, and without it he'd be roughly equivalent to your skill, wouldn't you rather he just ditched the magic feather and tried his heart out, rather than kept it but played like crap on purpose?
EDH Primers
Phelddagrif - Zirilan
EDH
Thrasios+Bruse - Pang - Sasaya - Wydwen - Feather - Rona - Toshiro - Sylvia+Khorvath - Geth - QMarchesa - Firesong - Athreos - Arixmethes - Isperia - Etali - Silas+Sidar - Saskia - Virtus+Gorm - Kynaios - Naban - Aryel - Mizzix - Kazuul - Tymna+Kraum - Sidar+Tymna - Ayli - Gwendlyn - Phelddagrif 4 - Liliana - Kaervek - Phelddagrif 3 - Mairsil - Scarab - Child - Phenax - Shirei - Thada - Depala - Circu - Kytheon - GrenzoHR - Phelddagrif - Reyhan+Kraum - Toshiro - Varolz - Nin - Ojutai - Tasigur - Zedruu - Uril - Edric - Wort - Zurgo - Nahiri - Grenzo - Kozilek - Yisan - Ink-Treader - Yisan - Brago - Sidisi - Toshiro - Alexi - Sygg - Brimaz - Sek'Kuar - Marchesa - Vish Kal - Iroas - Phelddagrif - Ephara - Derevi - Glissa - Wanderer - Saffi - Melek - Xiahou Dun - Lazav - Lin Sivvi - Zirilan - Glissa
PDH - Drake - Graverobber - Izzet GM - Tallowisp - Symbiote Brawl - Feather - Ugin - Jace - Scarab - Angrath - Vraska - Kumena Oathbreaker - Wrenn&6
Mostly I just don't understand how people could have fun following the inverted mantra. The reason the EDH mantra works is that competition is FUN. Trying your best to win at a game is a pastime that's provided enjoyment for humans since time immemorial. And as long as everyone is playing toned-down decks that don't have easy "I win" buttons, it's a good, satisfying game. I can't speak for everyone, but I wouldn't have any fun playing a deck that I knew I could win with, but intentionally held back.
I've used this analogy in the past and I think it's apt - playing a (powerful) combo deck and holding back is like bringing a NASCAR racer to your buddy's homemade go-kart competition and trying to match your speed. It's condescending, it makes the competition feel meaningless, and I don't understand how it could possibly be fun for you. I'd much rather bring the slowest go-kart of the bunch, and have to fight tooth and nail in order to stand half a chance.
Not to say that "playing competitively" means you're acting like it's day 2 of a GP or something. Take-backsies as long as no hidden info from your opponents was revealed, etc. is all fine. I just mean that I'm always trying to find the best play. It still doesn't need to be taken super seriously when all is said and done.
EDH Primers
Phelddagrif - Zirilan
EDH
Thrasios+Bruse - Pang - Sasaya - Wydwen - Feather - Rona - Toshiro - Sylvia+Khorvath - Geth - QMarchesa - Firesong - Athreos - Arixmethes - Isperia - Etali - Silas+Sidar - Saskia - Virtus+Gorm - Kynaios - Naban - Aryel - Mizzix - Kazuul - Tymna+Kraum - Sidar+Tymna - Ayli - Gwendlyn - Phelddagrif 4 - Liliana - Kaervek - Phelddagrif 3 - Mairsil - Scarab - Child - Phenax - Shirei - Thada - Depala - Circu - Kytheon - GrenzoHR - Phelddagrif - Reyhan+Kraum - Toshiro - Varolz - Nin - Ojutai - Tasigur - Zedruu - Uril - Edric - Wort - Zurgo - Nahiri - Grenzo - Kozilek - Yisan - Ink-Treader - Yisan - Brago - Sidisi - Toshiro - Alexi - Sygg - Brimaz - Sek'Kuar - Marchesa - Vish Kal - Iroas - Phelddagrif - Ephara - Derevi - Glissa - Wanderer - Saffi - Melek - Xiahou Dun - Lazav - Lin Sivvi - Zirilan - Glissa
PDH - Drake - Graverobber - Izzet GM - Tallowisp - Symbiote Brawl - Feather - Ugin - Jace - Scarab - Angrath - Vraska - Kumena Oathbreaker - Wrenn&6
Apologies to Mandy Patinkin.
I have complicated feelings on combo.
On one hand, I find (at least well-known efficient combos) to be a really boring way for a game to end. I think people who are play competitive decks in casual games, especially if they don't make any disclaimer or apology about it, to be in poor taste at a minimum. I think that combos are the easiest way to win at basically every level of deck strength because it reduces the opportunity for your opponents to respond - and the tide of threat and response is a big part of what makes magic great, so limiting that ability, especially in combination with cards like teferi or conqueror's flail, significantly reduces the enjoyment I get out of those games. But it's definitely very strong.
But what's interesting is that, while I think some people gravitate towards combo because they're building too competitively, I find a lot of people include them - or at least claim to include them - for almost anti-competitive reasons. A lot of them are in this thread. Generally the reason is given as something like "I don't tutor/play it early, but if the game is going on too long and it needs to end, then I'll tutor/play it." That is, they presumably have games which they could have won but chose not to, in the name of creating an enjoyable game. Which is kind of fascinating to me, since it's almost treating the game like it's D&D or something - about trying to create an experience first rather than an actual competition. Which I'm sure is how some people see the format, but for me, I like commander because the competition first, which creates an experience that I enjoy. And I hate tabletop RPGs because it feels too much like making your own fun. If I knew how to have fun I'd just be doing that. Games give me a structure that I can understand, and then fun naturally happens while following that structure (if it's a good game).
Personally I almost never feel like the game has gone on too long. I can happily play a game that lasts for hours and hours. But I also generally pack combo-breakers and I can threat-assess like a champ. Which might be why my games always last so long, come to think of it.
Anyway, I basically never pack combos. The vast majority of people I've played commander against - and I realize this is going to sound condescending as hell - aren't really at the same level as I am, in terms of how much time they spend on magic in general or commander in particular, or how well they "get" the game. In limited I have plenty of opponents that are on a similar level, but commander I usually feel like an adult playing against children. I win too many games already. If I played combos I'm pretty sure I'd be completely insufferable.
EDH Primers
Phelddagrif - Zirilan
EDH
Thrasios+Bruse - Pang - Sasaya - Wydwen - Feather - Rona - Toshiro - Sylvia+Khorvath - Geth - QMarchesa - Firesong - Athreos - Arixmethes - Isperia - Etali - Silas+Sidar - Saskia - Virtus+Gorm - Kynaios - Naban - Aryel - Mizzix - Kazuul - Tymna+Kraum - Sidar+Tymna - Ayli - Gwendlyn - Phelddagrif 4 - Liliana - Kaervek - Phelddagrif 3 - Mairsil - Scarab - Child - Phenax - Shirei - Thada - Depala - Circu - Kytheon - GrenzoHR - Phelddagrif - Reyhan+Kraum - Toshiro - Varolz - Nin - Ojutai - Tasigur - Zedruu - Uril - Edric - Wort - Zurgo - Nahiri - Grenzo - Kozilek - Yisan - Ink-Treader - Yisan - Brago - Sidisi - Toshiro - Alexi - Sygg - Brimaz - Sek'Kuar - Marchesa - Vish Kal - Iroas - Phelddagrif - Ephara - Derevi - Glissa - Wanderer - Saffi - Melek - Xiahou Dun - Lazav - Lin Sivvi - Zirilan - Glissa
PDH - Drake - Graverobber - Izzet GM - Tallowisp - Symbiote Brawl - Feather - Ugin - Jace - Scarab - Angrath - Vraska - Kumena Oathbreaker - Wrenn&6