The rule of creatures can attack other creatures like they are all Planeswalkers would work and probably work fine in a casual format like Commander, so decks that are filled with creatures can more easily remove specific creatures.
That in itself would probably do fine, but for magic in general, the scope of how much it changes the game is simply not worth doing it.
Its especially bad simply because it gives the attacking player another option, which is the last we need or want, as magics biggest strength is the options the defending player gets compared to most other card games, in which the attacker has all the advantages.
If you allow every creature itself to act like a planeswalker in terms of declaring to attack them, it also becomes quite a cluster fk when lots of attackers are declared and such ; it can be done in a convenient way, but thats much better for a casual format and you can even try it with some friends.
They did directly attacking creatures with the provoke mechanic.
And it turns out its incredible strong mechanic if you can at will force a small creature to just die with your bigger one.
The game loses strategy, as the other is rewarded even more.
its already a big advantage to be the attacker, so the games combat mechanics at least "try" to give the defending player some kind of options, which means, you can simply choose to not block.
If you cant choose to ignore an attacker, the games just a slaughter fest of who can keep the biggest stuff around, even more so than it already is in formats filled with removal spells ; if a creature can just kill other creatures, you need less removal and simply bigger and better creatures (especially first strike and deathtouch become really brutal).
Anyhow.
The idea to attack stuff is not bad, it just turns out, the game benefits a lot more from giving the defending player more options to increase the strategic depth.
Any power to the attacking player simply makes the "snowball" games even worse, in which a tiny advantage just growth itself into an ever increasing problem, which makes comebacks less likely (and the comebacks from bad draws is the most juicy experiences a player can have in magic, the seemingly unwinnable nightmare games that suddenly turn around and you still win ; any snowball mechanic stands in the way of that).
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Mechanics like Provoke however (and the even more annoying lure can produce nice cards, but the combat system itself shouldnt change just to archive this).
That in itself would probably do fine, but for magic in general, the scope of how much it changes the game is simply not worth doing it.
Its especially bad simply because it gives the attacking player another option, which is the last we need or want, as magics biggest strength is the options the defending player gets compared to most other card games, in which the attacker has all the advantages.
If you allow every creature itself to act like a planeswalker in terms of declaring to attack them, it also becomes quite a cluster fk when lots of attackers are declared and such ; it can be done in a convenient way, but thats much better for a casual format and you can even try it with some friends.
WUBRG#BlackLotusMatterWUBRG
👮👮👮 #BlueLivesMatter 👮👮👮
And it turns out its incredible strong mechanic if you can at will force a small creature to just die with your bigger one.
The game loses strategy, as the other is rewarded even more.
its already a big advantage to be the attacker, so the games combat mechanics at least "try" to give the defending player some kind of options, which means, you can simply choose to not block.
If you cant choose to ignore an attacker, the games just a slaughter fest of who can keep the biggest stuff around, even more so than it already is in formats filled with removal spells ; if a creature can just kill other creatures, you need less removal and simply bigger and better creatures (especially first strike and deathtouch become really brutal).
Anyhow.
The idea to attack stuff is not bad, it just turns out, the game benefits a lot more from giving the defending player more options to increase the strategic depth.
Any power to the attacking player simply makes the "snowball" games even worse, in which a tiny advantage just growth itself into an ever increasing problem, which makes comebacks less likely (and the comebacks from bad draws is the most juicy experiences a player can have in magic, the seemingly unwinnable nightmare games that suddenly turn around and you still win ; any snowball mechanic stands in the way of that).
----
Mechanics like Provoke however (and the even more annoying lure can produce nice cards, but the combat system itself shouldnt change just to archive this).
WUBRG#BlackLotusMatterWUBRG
👮👮👮 #BlueLivesMatter 👮👮👮