The more consistent a deck is the less fun it is for opponents to interact with where as the less consistent a deck is the more fun it is to play and interact with.
I strongly disagree with this. It's consistency that allows less effective, more junky strategies to be viable. People won't find interesting random pile of cardboard but if you pull off a win with a deck that is carefuly designed to execute some strategy then it is enjojable for everyone. Keep in mind that the strategy does not need to be most effective for your color combination/commander. It's consistency that actually opens up more deckbuilding options.
This seems to be an issue I keep seeing in EDH / Commander where a lot of times the lines are blurred between Casual EDH and cEDH. A lot of times when someone manages to Solitaire for a win everyone else seems to be tapped out to cast any sort of answer unless someone is running Force of Will / Force of Negation / Pact of Negation. Even If you have an answer in hand the combo player ALWAYS gets to resolve their abilities first on the stack so you're still screwed either way. Perhaps Play Design at Wizards of the Coast needs to start printing cards that punishes combo players by reversing the order of how the stack resolves in your favor which is actually pretty dirty but would be effective in prolonging games further.
I'm confused. Thats not how stack works. It always requires to pass priority to resolve anything so everyone has chance to interact. If everyone ends their turn without ability to interact then _this_ looks to me like everyone plays solitaire. Also prolonging games that on average each take more than an hour is not something that I'm looking forward to (this does not means that I would enjoy games where everyone races to their combo and game ends t3 after 10 minutes).
Part of the reason why there's less interesting decks to build for EDH / Commander right now and I've noticed this with a lot of the newer Legendary Creatures printed in Throne of Eldraine is that Wizards of the Coast isn't willing to think outside the box far enough to where brewing decks don't feel as "cookie cutter" which actually used to be a phrase for netdecking in Yu-Gi-Oh! way back when. Auto includes are definitely a problem in this format to the point where 50% of the time you're seeing almost the exact same cards played in almost every game thanks to draw and tutoring. My Nissa, Vastwood Seer EDH deck has a similar problem where it consistently gets out both Avenger of Zendikar and Craterhoof Behemoth to close out games almost every time. Shadowborn Athreos had the same problem where you just literally play all your Shadowborn Apostles with Thrumming Stone. It's so dumb.
I do agree that lately most potential commanders are very obvious what they are designed to do. Most also don't really allow "open" deckbuilding. On the other hand I found that a lot of the lower power legends (mostly uncommon) allows clever deckbuilding to make some niche strategy viable. The problem is that those decks end up being in lower areas of power spectrum and may not work if your meta is of higher power.
If you can consistently pull off Hoof and Apostle kills in the same playgroup then it seems that people you play with are not interested in adapting... or something? Anyway i would get bored quickly with winning in the same way over and over consistently and rebuild the decks to do something more interesting.
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I'm confused. Thats not how stack works. It always requires to pass priority to resolve anything so everyone has chance to interact. If everyone ends their turn without ability to interact then _this_ looks to me like everyone plays solitaire. Also prolonging games that on average each take more than an hour is not something that I'm looking forward to (this does not means that I would enjoy games where everyone races to their combo and game ends t3 after 10 minutes).
I do agree that lately most potential commanders are very obvious what they are designed to do. Most also don't really allow "open" deckbuilding. On the other hand I found that a lot of the lower power legends (mostly uncommon) allows clever deckbuilding to make some niche strategy viable. The problem is that those decks end up being in lower areas of power spectrum and may not work if your meta is of higher power.
If you can consistently pull off Hoof and Apostle kills in the same playgroup then it seems that people you play with are not interested in adapting... or something? Anyway i would get bored quickly with winning in the same way over and over consistently and rebuild the decks to do something more interesting.