I counterspell/destroy/exile/edict your commander. Over and over and over. To the point you now have such a high commander tax, that you can't cast your commander from the command zone. Do you have other cards in your deck that rip the commander from the command zone to your hand OR do you fold?
There's a big difference between 'I play one spell to tuck your commander, I hope you didn't need him' and 'I play half a dozen spells to keep knocking him back in the command zone, I hope you didn't need him'. In the second case, at least it took a concentrated effort, rather than a single blue spell.
Well it wouldn't be a dozen spells.
Lets say your commander costs 1 mana.
I exile it once, you return it to the command zone. That is +2 tax and your commander now costs 3.
Which as we reach 4+ times, your commander now costs 9 or more mana. As we start climbing to possibly 11 or more mana, the only decks that actively get around that would be decks that actively pack a higher than average amount of ramp, mana dorks, or rock-ramp.
And if your commander has an initial cost that is more expensive? The process gets acclerated for every 1 mana in its base cost.
So Sen Triplets for example is 5 mana. Using the 4-strikes from before, Sen Triplets now costs 13 mana on a hard cast.
If we wanted to use 12-strikes as per your version, even if its just to blow it out of proportion, that would be a +24 tax on the mana cost.
There is also the probability that you get mana screwed. So after being hit by a single counterspell you may not have enough mana for an unknown variable of turns to cast your commander again. There is also the possibility that before that counterspell, someone might have blown up all the artifacts such as mana rocks very early on, and you managed to topdeck a land to cast your commander. If it gets countered, you now need to scrape two mana together.
Remember one of the main reasons for tuck being banned? That U/W/x was mandatory? Guess what becomes mandatory? B/x because of Netherborn Altar. Whether or not someone is actively gunning for your commander, that altar provides a cheap and abusable method to skirt around standard commander tax at the cost of only 3 life per activation. And as everyone knows in commander, the only life total that matters is really 1. So as long as you 4 or more life, you can activate it, even if just once, to play your commander and make a comeback.
You know what was mandatory when tuck existed? Tutor spells. Even a Mwonvuli Beast Tracker is a tutor that could be used to grab your commander if it had the requisite keyword.
All thats been traded is one removal spell for another, and one retrieval method for another.
I played Commander for years when tuck was a thing. I included tuck cards, and anti-tuck defenses, in my decks, because that was what you had to do. I was happy when it left and I don't want to see it return.
The new rule is simpler and cleaner: Any time your commander is kicked off the battlefield, you can pull it back to the command zone. Magic is a super-complex game and Commander adds another layer on top of that. Anything that adds further complexity has a high bar to meet to justify its inclusion, and "I hate dealing with other people's powerful commanders" does not come close to meeting it IMO.
The people who run Problem Commanders and do so in a problematic way are the sort of people who had no trouble playing around the tuck rule. It's the casual player whose deck collapses when the commander gets blown out. Tuck just makes life harder for the casual player and puts another weapon in the hands of the pubstomper.
I counterspell/destroy/exile/edict your commander. Over and over and over. To the point you now have such a high commander tax, that you can't cast your commander from the command zone. Do you have other cards in your deck that rip the commander from the command zone to your hand OR do you fold?
All commanders are problematic if a player wishes to view it as "everything looks like a nail if you got a hammer".
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Lets say your commander costs 1 mana.
I exile it once, you return it to the command zone. That is +2 tax and your commander now costs 3.
1st Time: +2
2nd Time: +4
3rd Time: +6
4th Time: +8
Which as we reach 4+ times, your commander now costs 9 or more mana. As we start climbing to possibly 11 or more mana, the only decks that actively get around that would be decks that actively pack a higher than average amount of ramp, mana dorks, or rock-ramp.
And if your commander has an initial cost that is more expensive? The process gets acclerated for every 1 mana in its base cost.
So Sen Triplets for example is 5 mana. Using the 4-strikes from before, Sen Triplets now costs 13 mana on a hard cast.
If we wanted to use 12-strikes as per your version, even if its just to blow it out of proportion, that would be a +24 tax on the mana cost.
There is also the probability that you get mana screwed. So after being hit by a single counterspell you may not have enough mana for an unknown variable of turns to cast your commander again. There is also the possibility that before that counterspell, someone might have blown up all the artifacts such as mana rocks very early on, and you managed to topdeck a land to cast your commander. If it gets countered, you now need to scrape two mana together.
Remember one of the main reasons for tuck being banned? That U/W/x was mandatory? Guess what becomes mandatory? B/x because of Netherborn Altar. Whether or not someone is actively gunning for your commander, that altar provides a cheap and abusable method to skirt around standard commander tax at the cost of only 3 life per activation. And as everyone knows in commander, the only life total that matters is really 1. So as long as you 4 or more life, you can activate it, even if just once, to play your commander and make a comeback.
You know what was mandatory when tuck existed? Tutor spells. Even a Mwonvuli Beast Tracker is a tutor that could be used to grab your commander if it had the requisite keyword.
All thats been traded is one removal spell for another, and one retrieval method for another.
All commanders are problematic if a player wishes to view it as "everything looks like a nail if you got a hammer".