If your strategy doesn't include ramping up in mana, drawing a bunch of cards and using the broken tutors to fetch up the mistakes in magic's history, chances are you are going to lose to the decks that do.
They do to a certain extend and always be what I want to know is where you would draw the line to what that extent should be and what that would accomplish.
And Rosy also raised a point I'd like to add to and that is if you remove the "Autoincludes" other cards will just take their spot leaving you exactly where you started.
There are cards that are way, way to good at what they do that overcentralize the game.
Every blue deck I make has the same ramp package, the same draw package, the same tutor package.
If these cards weren't so standalone broken, I would have to start looking for different versions of the effects and other synergies instead of just mindlessly throwing in the busted cards. Like if my choice is diabolic tutor or another threat, suddenly I have options. Deck building becomes interesting again.
So... from what I'm gathering... you want every piece of interaction, card filtering, card advantage, and mana advantage to be so grossly inefficient and/or niche that which one you use (or whether you even use them) doesn't make a meaningful impact on your win/loss record. Am I finally getting this right?
Mana Crypt, Mana Vault, Sol Ring, Chrome Mox, Mox Diamond, arcane signet, The ten signets, the ten talismans, darksteel ingot, chromatic lantern, Trinket Mage, Seething Song, Caged Sun, Gauntlet of Might, Gauntlet of Power, Kodama’s Reach, Cultivate, Harrow, Circuitous Route, Explosive Vegetation, Sakura-Tribe Elder, Nature’s Lore, Farseek, Three Visita, Boreal Druid, Llanowar Elves, Elvish Mystic, Fyndhorn Elves, Birds of Paradise, Noble Hierarch, Land Tax, Tithe, High Tide, Bubbling Muck, Cabal Coffers, Nykthos, Ancient Tomb, City of Traitors, Expedition Map, Thaumatic Compass, Exploration, Mul Daya Oracle, Azusa, Coiling Oracle, Gitaxian Probe, Preordain, Ponder, Serum Visions, Brainstorm, Time Spiral, Timetwister, Wheel of Fate, Rhystic Study, Consecrated Sphinx, Sylvan Library, Smothering Tithe, Windfall, Necropotence, Phyrexian Arena, Yawgmoth’s Will, Toxic Deluge, Cyclonic Rift, Wrath of God, Damnation, Chaos Warp, Generous Gift, Beast Within, Harmonize, Blasphemous Act, Skullclamp, Grasp of Fate, Swan Song, Force of Will, Force of Negation, Cryptic Command, Pongify, Rapid Hybridization, dreamstone hedron, Hedron Archive, Brainstone, carpet of Flowers, Perilous Vault, Nevinyrral’s Disk, Sylvan Scrying, Crop Rotation, Enlightened Tutor, Idyllic Tutor, Sterling Grove, Open the Armory, Steelshaper’s Gift, Mystical Tutor, Merchant’s Scroll, Worldly Tutor, Tooth and Nail, Chord of Calling, Eldritch Evolution, bloom tender, Natural Order, Vampiric Tutor, Demonic Tutor, Beseech the Queen, Mastermind’s Acquisition, Diabolic Tutor, Increasing Ambition, Gamble, Imperial Recruiter, Curse of Swine, diabolic intern, Recruiter of the Guard...
That is over a hundred cards I just listed and that is likely the tip of the iceberg. While some of them aren’t competitive right now, you need to nuke almost everything to get rid of the auto-picks. Even if all of the top rate tutors in black were banned, for example, it would still be better to run Diabolic Tutor rather than running yet another token creator in your Endrik deck.
This is why I don’t get the complaint. You want to get those deck slots “back” but the simple fact is that you likely never had them to begin with. What most likely happened is that you (and/or your gaming group) gained more knowledge of the card game and got better cards. The game didn’t magically change overnight.
Beyond that, the request doesn’t make sense when you get down to it. When I’m crafting Toshiro Umezawa, he wants me to use kill spells. If any of those kill spells are decent, however, I will feel pressured to use them in my Endrek deck to interact and follow the template. If there are enough awesome token makers for Endrek that it’s worth not using that kill spell, however, then Toshiro is pressured to use those token spells. I don’t know what sort of artificial silos you want between commanders but that is fundamentally not how this game works.
I guess that I should ask what type of cards you actually want. It seems that you oppose generic good cards and cards that are so great for the archetype that they are obvious. When building an Orzhov Enchantment Deck, you would be against Land Tax and necropotence (which are generically powerful) along with cards like Enlightened Tutor (which is an auto-include for enchantment decks). That just seems to leave us with middle-ground cards like Extinguish Hope or Three Dreams. If you banned tutor/necro/tax, however, we would be having this exact same conversation about how cards like Extinguish Hopes, by being the best available tier of enchantment support, forces you to include it and robs you of your deck slots.
I don’t know, maybe I’m wrong. Could you give me an example of the sort of synergy cards you wish could be played that would not risk becoming autoincludes if all of the better cards were banned? That just seems like a problem of infinite regression from where I’m standing.
I... I apologize but I'm not sure what you are expecting.
Do you not want this game to have a ratio of needed effects that best supports victory? Do you not want there to be a critical mass of generically good cards to shove into any skeleton after 25+ years? Do you not want there to be a large community contributing to forums and sources like EDHRec in a way that defeats the purpose of browsing your binders to find the best cards for yourself?
For that matter, what is it that you really want?
Do you want to make token decks with 40+ token producers that have decent chances of victory at competitive tables? Do you want to routinely search through your collection and find hidden gems that nobody else is talking about? Do you want the average commander to have multiple abilities that could each be potentially build around (Like Teysa Karlov), to create deckbuilding restrictions that cut off most common choices (such as Ruric Thar, The Unbowed), or to be built in ways that actively push these ratios (as a Neheb, the Worthy deck might run less card draw or a token-based deck may run fewer wraths)?
I can get the frustration. I remember brewing decks in Middle School and High School, matching my raw wits and ingenuity (and limited collection) against those of friends. Nowadays, though, getting all of that back doesn't really seam feasible. If they banned every staple overnight, commander would be "solved" (to the extent it can be solved) a month later. If you build your decks "free-hand", that won't remove your pre-existing knowledge of staples and deckbuilding strategies. Having a game with 50+ expansions and 25+ years of history to be consistently balanced to the point where several completely divergent paths to deckbuilding are equally viable without making it obvious (as with Titania, Edgar Markov, etc) would be incredibly unlikely.
Back on point, what do you want to happen now? Moving forward from how things are right now, how do you want things to change in a way that will make you happy? Do you see a way to move things closer to what we see in other formats, where there is notably larger variance in the amount of interaction/card advantage/threats?
A token deck is s somewhat more likely to use Skullclamp as card draw compared with the pure spellslinger of Niv-Mizzet. The token deck might also use Spell Swindle as one of its counters due to the high synergy. Packing in a Ghired's Belligerence as one of the single-target kills also gives some nice synergy, as does using Crush of Tentacles as one of your board wipes. If your card draw selection (Timetwister, Wheel of Fate, Faithless Looting, Windfall, Brainstorm, Time Spiral, etc.) includes any long-term value engines, Tezzeret, Artifice Master or Karn, Scion of Urza may be usable as card draw engines that can also make tokens. It should also be noted that the Niv-Mizzet deck is more likely to use spell-based mana spikes (like Seething Song) whereas Brudiclad may want to lean a bit heavier on artifacts for incidental strategies. The mana base of Brudiclad is also likely to employ artifact lands, Inventors' Fair, Academy Ruins and 1-2 Lands that generate tokens (Kher Keep, Mirrorpool, Foundry of the Consuls, spawning bed, Springjack Pasture, Gargoyle Castle, etc.). While some of these changes are non-optimal, they allow you to play within the basic outline of what a good deck requires while adding additional customization.
With that said, the thought that two optimal decks of the same colors will rarely differ by more than 20% does kind of make me sad.