It might be better just to combine Commander damage from partners into a single player rather than track separate commander damage for each partner.
In multiplayer, it would still be a mess to track. Imagine in a 4 player edh each player tracking in paper 3 different sources of commander damages (or even 4 if anybody commander is stealed) that most of the time wont even matter, really isnt worth to do it. Voltron strategies are really a minority and works really only in 1vs1, since in multi, everything is more dispersive. Also, when somebody wanna actually make somehow relevant and successful the commander damages in a multiplayer, it either is one-shotting out from nowhere or just spiteful pick on against the same player, which totally a feel-bad and antisocial experience that just bring misery and grudges on the game. In my playgroup is since 2011 that we ignore that rule, and honestly, never missed again, thats why I can understand perfectly why WotC don't want to ever make a "commander damage matter" a thing in card texts, because is clunky, unelegant, memory issues and don't lead to good gameplay experience in general.
notepads work really great for tracking commander damage.
like, even if it were lumped together you just slap down on the pad something like Player 4: akiri/tymna. then just start ticking damage, even if its stolen whenever you're wacked you just tally it right there. no fuss.
i do agree with voltron being very antisocial and causing feels bad moments as well as grudges, but i also think its very necessary to make certain commanders viable at all. to get rid of it just invites the format to be a degenerate combo mess. i mean it already is, but at least sometimes you eat a skythrix to the face. it gives aggro an edge it otherwise wouldn't have, it doesn't necessarily make it viable but it keeps some commanders at least playable.
personally i wouldn't mind seeing them explore commander damage mechanics more. that said they'd also probably break it.
I think the white cards in the commander precons alone are fairly strong, and make me optimistic regarding white's core identity moving into the near future, but I still don't think they adequately address card advantage, ramp, or raw strength. What else can white be doing to more directly advance a win?
Most White cards just get you up to curve or one turn behind. We’re starting to see a lot of cards that give your opponents stuff but then give your more stuff. That should be exclusive to White. Give all 3 opponents 1 basic land, you get 3. Let them draw 2 cards, you draw 6. Etc. It’s in line with White’s color identity and would help White to get ahead, not just be behind less.
Yeah, this was something we talked about a lot in my play group, its getting better but isnt quite there yet. Giving resources to opponents can backfire really hard really fast so the gains have to be a little more significant than they are currently
Nope. Only for control and combo decks "all removals are asymmetrical". Many removals are definitely more asymmetrical than others, and black is king on this. You clearly confirm that your knowledge about commander games and strategies is quite limited and you are basing all your argument on that bias.
All mass removal is asymmetrical because you choose when you play it. Not a difficult concept really.
Nope. Only for control and combo decks "all removals are asymmetrical". Many removals are definitely more asymmetrical than others, and black is king on this. You clearly confirm that your knowledge about commander games and strategies is quite limited and you are basing all your argument on that bias.
All mass removal is asymmetrical because you choose when you play it. Not a difficult concept really.
And still is true my statement, some mass removals are more asymmetrical than others. a Decree of Pain or in Garruk Wake's can do much more advantage and even straight win you the game in the good situation, a simple wrath will simply reset the board most of the time. As I said, you are wrong when you say that black mass removals are both "inefficent and worse" because only one of the 2 is actually true.
You know, in my play group, we wouldn't bother playing wrath, doomskar or other basic wrath effects. First of all - if it doesn't exile, or put on the bottom of the library, between indestructible and graveyard shenanigans, those removals accomplish very little except perhaps adding a turn or two to the game. Inevitably, someone is set to recover better than the other people based on equipment/enchantments/etc, so you are only changing who is going to win the game amongst your 3 opponents, and not actually improving your own lot at all. We pretty much only play modal (merciless eviction/crux of fate/austere command) or purely lopsided wrath effects (ruinous ultimatum, in garruk's wake, slaughter the strong, tragic arrogance or single combat in certain one critter combo decks), occasionally we may see an odd fumigate or the aforementioned terminus. We tend to run a lot more enchant removal/artifact removal (fracturing gust, bane of progress, shatterstorm, even some form or another of tranquility) and tend to leave the creature removal to single target - problem solving removal. Too many commanders are almost single card combos and by the time you can cast a sorcery to deal with them, it is too late.
My playgroup is very similar in that regard though ive never thought about it until reading your post. I feel its a natural progression of any playgroup, or even a deck over time, to favor those sorts of answers over generic board wipes for exactly what youve described. I also feel most arent actively aware of that shift as they move board wipes out of their decks or spot removal in.
I dont like the white treasure enchantment. Way too easy to play around until it doesnt matter and it doesnt synergize at all with the abundance of white cards that restrict casts per turn to 1
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notepads work really great for tracking commander damage.
like, even if it were lumped together you just slap down on the pad something like Player 4: akiri/tymna. then just start ticking damage, even if its stolen whenever you're wacked you just tally it right there. no fuss.
i do agree with voltron being very antisocial and causing feels bad moments as well as grudges, but i also think its very necessary to make certain commanders viable at all. to get rid of it just invites the format to be a degenerate combo mess. i mean it already is, but at least sometimes you eat a skythrix to the face. it gives aggro an edge it otherwise wouldn't have, it doesn't necessarily make it viable but it keeps some commanders at least playable.
personally i wouldn't mind seeing them explore commander damage mechanics more. that said they'd also probably break it.
Yeah, this was something we talked about a lot in my play group, its getting better but isnt quite there yet. Giving resources to opponents can backfire really hard really fast so the gains have to be a little more significant than they are currently
My playgroup is very similar in that regard though ive never thought about it until reading your post. I feel its a natural progression of any playgroup, or even a deck over time, to favor those sorts of answers over generic board wipes for exactly what youve described. I also feel most arent actively aware of that shift as they move board wipes out of their decks or spot removal in.
I dont like the white treasure enchantment. Way too easy to play around until it doesnt matter and it doesnt synergize at all with the abundance of white cards that restrict casts per turn to 1