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  • posted a message on July 2019 Ban List Update
    I'm surprised but not disappointed with the PE ban. I mentioned in the thread that I was beginning to feel as if a ban was inevitable as more cards that had broken interactions with it kept being printed (like Urza) but that I wasn't sure if it was there yet. Perhaps it was, or perhaps the inevitability of it getting there was enough.

    The Iona/Painter switch was one of the few things I've thought was clearly in need of a change, and it's nice to see it's been made.

    I'll be digging into the philosophy document later. While I'm sad to see the categories go, because I thought they provided some valuable insight into the thought process used when deciding whether cards where problematic enough to be banned, I agree that people sometimes missed the nuances, and missed the forest through the trees (that the categories meant nothing by themselves, but where ways that cards went against the RC's vision for what kind of experience people should have with EDH)
    Posted in: Commander (EDH)
  • posted a message on Let's speculate on Monday's announcement
    I see a revamped philosophy document that more clearly defines what the CaG and RC see as the baseline for the format, including talking about discouraged strategies in broad strokes. Rather than "combos are bad" I expect something along the lines of "in a typical commander game, your deck shouldn't be tutoring up it's combo at the earliest possibility. While this is certainly something that some players like, it should be kept to playgroups and players that want a more competitive edge to their games." I also see adjustments to the banlist criteria to clarify a few points, and potentially break out some of the more expensive criteria into multiple criteria focusing on specific points, or using bullet points to draw focus to the individual points (problematic casual omnipresence comes to mind, as does undesirable game states).
    Posted in: Commander Rules Discussion Forum
  • posted a message on Finale of Devastation
    Yeah, its GSZ until you hit 12, and once you hit 12 you should be casting haymakers. I'm always miffed by single card wincons, but its 3 mana more than the alternatives, and I don't think being otherwise useful puts it over the top.
    Posted in: Commander Rules Discussion Forum
  • posted a message on 40 Life
    Quote from Taleran »
    My problem with designating a card a card or cards into that is Commander and EDH is a place full of trickle down cards.

    If you are gonna tell me that Ad Nauseam is a card that only sees play within a competitive environment I am gonna call you a liar as one example. People see mechanics and decks and synergies that work well in all kinds of decks and the parts of them they like or are affordable are re-purposed into decks they have made that sacrifice the speed of being tuned for some good hay maker all in strategies.

    It is why it is dangerous to ascribe any card to any specific place alone because these formats are not vacuums.

    -----------------------------------------------------------------------------------------------------------------------------------------------------------

    I for one don't think that a change to a lower life total would impact the things you are talking about, because a balanced increase of aggro leads to people also running more responses to said aggro so the control decks and the combo decks both wanting to survive in early portions of the game becomes a real thing. This also allows for a meta that plays mostly in battlecruiser and similar configurations to play largely the same game sure the things that generally happened in those games would happen sooner but the amount of give and take would not be lessened I do not think.


    I was more wondering about reasons people like 40 life outside of those, because as it stands right now the reasons to keep the life total where it is seem minimal.


    Well, once again, I'm not designating them anything, I'm calling it as I see it, and I don't see Ad Nauseum being problematic in casual games. I almost never see it there, and when I do its not doing anything broken. I rarely hear it complained about outside of cEDH either, except for you, right now, as it suits your point. Even the point you try to make acknowledges that when these cards do get ran in more casual settings, its not in the same kind of all in way that would make them problematic. And calling me a liar is, as is so often your style, a baseless personal attack. I mean, maybe you've seen differently in your meta and that's why you are saying it, but if I wanted to be a jerk I could call you a liar and say you are making it up to suit your argument because I have not seen it. That would be asinine, because I have no proof that you have seen it, and that's a reasonable explanation for you insisting that its a problem. But unfortunately for your argument Ad Naus is not something that's running around ruining casual games of commander to any degree that would make it hit the banlist criteria, nor is Doomsday. They are cEDH cards simply because that is where they are ran. Should they actually spread out to casual and start making a splash in a problematic way, then they would cease to be cEDH cards. Then they would be relevant to the conversation on rules changes. And all this would be possible while still ignoring cEDH. We aren't ignoring the CARDS, we're ignoring the cEDH meta, and thus the impact that ANY card has in it. This also works for cards that are problematic in casual but bad in cEDH, as "it isn't in tier 1 decks" isn't an argument against banning.

    Saying its a cEDH card isn't ignoring the card, its ignoring its impact on cEDH. The impact of the card on casual is still considered (as I do in my posts) and I don't believe those cards to be problematic in casual, or even prolific there. In order to argue that Ad Naus and Doomsday are significant in the format, you need to bring in cEDH, and that is irrelevant to rules discussion.
    Posted in: Commander Rules Discussion Forum
  • posted a message on 40 Life
    Quote from Taleran »
    I think quarantining certain cards in cEDH-ville while you are thinking about Commander can also be disastrous.

    I guess to go back to an older style of doing this so much of this post is people posting reasons why we should have life totals lower than 40 and why that would be good and people responding as to why those things are bad.

    What are the reasons other than it already being at 40 that it being at 40 is a good number?


    I'm not quarantining card to cEDH, I'm noting that if a card is really only seen in cEDH then it is not an issue because cEDH is irrelevant to the banlist and rules making. A big reason that certain cards get played a lot in cEDH but see little play in more casual settings is because they just aren't as good for casual. Doomsday is a classic example: if you are playing Doomsday you are trying to win on the spot, and you also have to both dedicate a few deckslots to the combo. It puts you on the path of aiming directly for that combo, but unlike other combo cards this is a turn off for more casual players, because it's also a high risk card that is also fairly skill intensive. The best Doomsday lists have a couple different packages they can grab in case one won't work because of the board state. Ad Nauseum meanwhile is awesome when you build your deck to win if it resolves, and super risky and not particularly great otherwise. Again, this makes it less of a fit in more causal decks where instead of a 5 Mana sorcery that wins the game it's a 5 Mana sorcery that draws 5-7 cards for a decent chunk of life, which starts competing with cards like promise of power, which is a 5 Mana draw five lose five life with flexibility (ok, even in casual decks Ad Naus can draw a lot more, but it's highly variable, sometimes you hit a couple six drops right away and you aren't going to be able to dig too deep without getting yourself in range of attacks).


    As for the "what's good about leaving it at 40" question, read the thread. It's disingenuous to dismiss the arguments as to why 30 life would be bad, as their mirror is often why 40 life is good. For instance, one complaint about 30 life is that it would push out battle cruiser decks, but the other way of looking at that argument is that it's saying that 40 life is good because it allows battle cruiser decks to happen. On the other side, you see people saying 30 life would be good because it would make aggro more viable, but that could also be rephrased as an argument saying that 40 life is bad because it makes aggro too weak. It doesn't take much thinking to figure that out.
    Posted in: Commander Rules Discussion Forum
  • posted a message on 40 Life
    Quote from Taleran »
    There is more to life payment that Necro.

    Ad Naus, Citadel, Deluge and Fire Covenant are the first things that come to mind as absurd cards with 40 life that get reigned in with a change.


    And none of them need to be reigned in. Which is what I said. Is Fire Covenant a problem? Does Ad Naus see play outside of cEDH (remember, being good in cEDH is irrelevant to rules decisions)? Citadel has more life to work with than in other formats, but is also going to cause more life loss because its also going to be dealing with higher casting costs, especially in non cEDH metas, so it largely balances out (like Bob or similar cards).


    To Dirk: I never said it was your main argument, but I've already said what I would say to dispute your other arguments, so no sense rehashing it. In fact, you actually replied to those posts. I hadn't went to deep into the life payment and life matters cards so that's what I focused on.

    I also don't really agree that ignorance is what drives people to play suboptimal decks. Its actually probably quite low on the list of reasons because of how easy it is to net deck. No, I do really think that some people like a jankier environment, whether because they want slower games, or want to play with oddball cards, or want to play unique strategies, or want to play a vorthos deck, or even want to set up janky combos. This is going to be less evident in pick up games at events because the social contract is weaker and even many people who prefer weaker metas will build one or two "pimp" decks they can pull out when they sit down with try hards, but those situations aren't the norm. Even on mtgo, where cards are cheap and you play with strangers, I rarely see people plop down outright cEDH decks, because thats ******* boring when nobody else is playing at that level. So I think the number one reason you don't see everyone gravitate to the best strategies built optimally is because most people simply do not want that. After that, for paper magic I'd say price would be the next most important reason, precluding some who would want the most optimized decks from getting them because they don't want to pay that much. But ignorance? Only the spikiest noobs are held back from tier 1 play by ignorance.
    Posted in: Commander Rules Discussion Forum
  • posted a message on Nexus of Fate
    Quote from Pokken »
    Good catch. Man, that replacement effect stuff is really sloppy. My quick reading of it was it was triggered like the Koz.

    regardless, i don't think this thread goes anywhere without a comparison to the banlist criteria. That's pretty much the baseline for every ban discussion.


    I actually had to look it up and check before I posted, its very confusing and counter-intuitive.
    Posted in: Commander Rules Discussion Forum
  • posted a message on 40 Life
    Quote from DirkGently »
    Quote from Gashnaw II »
    Well I actually play a cattlebruiser deck, and life totals diminish rather quickly. I would not have the chance to accumulate my board state with a lower life pool. I like my dragon deck and the only reason it works is because I have time to set up. If there was a way to make sure no one could attack for a few turns, sure 30 would be fine... But I need that extra ten.
    Have you considered that maybe you just have a badly-built deck?

    "If you lower life totals to 30 I can't totally ignore the early game!" seems like a really bad argument to me.

    Also: was cattlebruiser a typo, or is that a thing I haven't heard of?
    Quote from Onering »
    I really don't think any rule changes should be made to the format to shake up cEDH at all. Aggro isn't bad in more casual settings, neither is midrange. Earlier in the thread someone mentioned a lowering the life total as a way to solve certain problems with EDH, and named Ad Naus as one. I can't remember the last time I saw Ad Naus outside of cEDH, so it shouldn't be relevant at all to the conversation. Meanwhile, playing shocks untapped shouldn't be considered a problem either, being able to do so helps smooth play in a format that by design can be somewhat clunky (100 card singleton).

    Lowering the life total to 30 would certainly hurt Rube Goldberg machine combos and anything that relies on life payment (or high life totals), but it won't stop T&N from being a thing. 30 life in a multiplayer format is still a lot and T&N wins out of nowhere, so what is everyone gonna do, just swing out at the green player if they ramp at all? Because if you're splitting damage, he's still going to be able to survive until 9 mana, and if he has a bit of interaction he'll do so even if you target him. 30 life is not going to close out 4+ player games before someone hits 9 mana, when all these single card bombs that win the game hit at the latest. Its certainly not going to infringe on Hoof's place as a finisher, if anything Hoof gets even better because it needs even less of a board state to get you to swing for lethal, and by its very nature of wanting you to have creatures in play it means that you will have a built in defense against aggro just by playing into Hoof. As for the more competitive combos, the sort that try to get out their combo ASAP and aim to go off turns 3-5, which is going off fast enough that aggro isn't going to be able to reliably kill them before they go off, and those decks are already packing answers to deal with other combos and protect their own, so when they aren't going off that early they have ways to play control.

    30 life WOULD give aggro better positioning in 75% metas, which is where it currently struggles yet isn't a lost cause (its fine in more casual metas, which can't answer threats as reliably, and probably beyond hope in cEDH unless life totals go to 20). I'm not so sure its worth it though. Aggro is more difficult to play correctly in multiplayer than midrange, combo, or control, because of the importance of proper threat assessment before you have a lot of information means that the decisions you make early have a lot more weight in determining whether you win or hit a wall than with other archetypes. Its already pretty easy to kill one person with aggro and then get shut down by the other 2 or 3, and lowering the life totals to 30 won't really change that situation. Sure, its going to be more punishing to the person who spends their early turns ramping instead of holding up answers or establishing a board state, but that just means that person is going to have a bad night while the control players get to hold their answers for the aggro player once he's done doing their dirty work. Games play out better when threats are answered by answer cards rather than getting preemptively answered by taking a player out of the game. Sometimes that can be necessary, like when someone is showing a clearly OP commander or is known to be playing a deck you can't otherwise answer, but it sucks when someone just gets jumpy and decides to come for someone's throat because they played a nature's lore and a cultivate. What would really suffer are Battlecruiser decks, as they are the least able to deal with aggro (control is probably best positioned because shutting down aggro is what control is all about, combo can still outrace aggro at 30 life often enough, and midrange wins out by being a step slower and a head taller which is where you always want to be). Aggro has its place in a variety of formats, Battlecruiser only has EDH, so if it comes down to allowing Battlecruiser to exist or making aggro better I'll choose allowing Battlecruiser to exist every time. If you are determined to play aggro, you can make it work (except in cEDH, though hatebears use aggro as a backup to its main combo line), though it may look different than it does in other formats (a bit more evasive, a half step slower, prioritizing abilities more and raw stats a bit less, more fish less sligh).
    I see necro plenty outside of cEDH. Plus vilis I'm sure will see plenty of play. Serra Ascendant, aetherflux reservoir...there are a lot of cards that ought to get taken down a peg imo.

    Will combo still be a thing? Absolutely. Will people die before getting to T&N mana? Probably not, although maybe one person will if they're getting focused down. I think really the main reason to lower life totals, though, is that right now a LOT of people put combos in their decks as a "safety valve" for if the game is going too long. And I think this safety valve mentality is what's increased the prevalence of combos in otherwise noncompetitive metas, and made those combos faster and faster. With lower life totals, ending the game without an infinite combo becomes less difficult, and people are less likely to resort to infinite combos as their only reliable option.

    Right now EDH has a reputation for creating games so long that they wear out their welcome, and then keep going for another two hours. Cutting down the absurd starting life totals would at least help put a dent in that.
    Quote from DirkGently »
    Quote from Gashnaw II »
    Well I actually play a cattlebruiser deck, and life totals diminish rather quickly. I would not have the chance to accumulate my board state with a lower life pool. I like my dragon deck and the only reason it works is because I have time to set up. If there was a way to make sure no one could attack for a few turns, sure 30 would be fine... But I need that extra ten.
    Have you considered that maybe you just have a badly-built deck?

    "If you lower life totals to 30 I can't totally ignore the early game!" seems like a really bad argument to me.

    Also: was cattlebruiser a typo, or is that a thing I haven't heard of?
    Quote from Onering »
    I really don't think any rule changes should be made to the format to shake up cEDH at all. Aggro isn't bad in more casual settings, neither is midrange. Earlier in the thread someone mentioned a lowering the life total as a way to solve certain problems with EDH, and named Ad Naus as one. I can't remember the last time I saw Ad Naus outside of cEDH, so it shouldn't be relevant at all to the conversation. Meanwhile, playing shocks untapped shouldn't be considered a problem either, being able to do so helps smooth play in a format that by design can be somewhat clunky (100 card singleton).

    Lowering the life total to 30 would certainly hurt Rube Goldberg machine combos and anything that relies on life payment (or high life totals), but it won't stop T&N from being a thing. 30 life in a multiplayer format is still a lot and T&N wins out of nowhere, so what is everyone gonna do, just swing out at the green player if they ramp at all? Because if you're splitting damage, he's still going to be able to survive until 9 mana, and if he has a bit of interaction he'll do so even if you target him. 30 life is not going to close out 4+ player games before someone hits 9 mana, when all these single card bombs that win the game hit at the latest. Its certainly not going to infringe on Hoof's place as a finisher, if anything Hoof gets even better because it needs even less of a board state to get you to swing for lethal, and by its very nature of wanting you to have creatures in play it means that you will have a built in defense against aggro just by playing into Hoof. As for the more competitive combos, the sort that try to get out their combo ASAP and aim to go off turns 3-5, which is going off fast enough that aggro isn't going to be able to reliably kill them before they go off, and those decks are already packing answers to deal with other combos and protect their own, so when they aren't going off that early they have ways to play control.

    30 life WOULD give aggro better positioning in 75% metas, which is where it currently struggles yet isn't a lost cause (its fine in more casual metas, which can't answer threats as reliably, and probably beyond hope in cEDH unless life totals go to 20). I'm not so sure its worth it though. Aggro is more difficult to play correctly in multiplayer than midrange, combo, or control, because of the importance of proper threat assessment before you have a lot of information means that the decisions you make early have a lot more weight in determining whether you win or hit a wall than with other archetypes. Its already pretty easy to kill one person with aggro and then get shut down by the other 2 or 3, and lowering the life totals to 30 won't really change that situation. Sure, its going to be more punishing to the person who spends their early turns ramping instead of holding up answers or establishing a board state, but that just means that person is going to have a bad night while the control players get to hold their answers for the aggro player once he's done doing their dirty work. Games play out better when threats are answered by answer cards rather than getting preemptively answered by taking a player out of the game. Sometimes that can be necessary, like when someone is showing a clearly OP commander or is known to be playing a deck you can't otherwise answer, but it sucks when someone just gets jumpy and decides to come for someone's throat because they played a nature's lore and a cultivate. What would really suffer are Battlecruiser decks, as they are the least able to deal with aggro (control is probably best positioned because shutting down aggro is what control is all about, combo can still outrace aggro at 30 life often enough, and midrange wins out by being a step slower and a head taller which is where you always want to be). Aggro has its place in a variety of formats, Battlecruiser only has EDH, so if it comes down to allowing Battlecruiser to exist or making aggro better I'll choose allowing Battlecruiser to exist every time. If you are determined to play aggro, you can make it work (except in cEDH, though hatebears use aggro as a backup to its main combo line), though it may look different than it does in other formats (a bit more evasive, a half step slower, prioritizing abilities more and raw stats a bit less, more fish less sligh).
    I see necro plenty outside of cEDH. Plus vilis I'm sure will see plenty of play. Serra Ascendant, aetherflux reservoir...there are a lot of cards that ought to get taken down a peg imo.

    Will combo still be a thing? Absolutely. Will people die before getting to T&N mana? Probably not, although maybe one person will if they're getting focused down. I think really the main reason to lower life totals, though, is that right now a LOT of people put combos in their decks as a "safety valve" for if the game is going too long. And I think this safety valve mentality is what's increased the prevalence of combos in otherwise noncompetitive metas, and made those combos faster and faster. With lower life totals, ending the game without an infinite combo becomes less difficult, and people are less likely to resort to infinite combos as their only reliable option.

    Right now EDH has a reputation for creating games so long that they wear out their welcome, and then keep going for another two hours. Cutting down the absurd starting life totals would at least help put a dent in that.


    I reject the argument that life pay and life matters cards need to be nerfed by lowering the total from 40 to 30, with the exception of necro. Necro is absurdly good at 40 but at 30 you are looking at 10 fewer cards, and it's easy to get into situations where you must be judicious with you draws (it starts becoming a liability at 15 life because of how easy it is to deal big chunks of damage in this format). You tend to overdraw with Necro to ensure you get cards you can play, because you have to wait until end of turn to get them,which means that they both aren't immediately available AND you can't tell how many you'll need to draw to have things to play. That makes necro more vulnerable to lowering the starting life total. Other life pay cards are either not a problem, or less vulnerable for a variety of reasons. 30 life would not make unbanning Yawgs Bargain or Grislebrand ok for instance, as both get you cards immediately, while Grisle can gain you the life back and with Yawgs Bargain you never have to overdraw, and with both you can abuse spells that care about card draw (necro doesn't actually draw cards). Sylvan Library otoh will only draw 2.5 fewer cards with this change, a small difference that will only really matter in more competitive settings. Greed, Erebos etc are already restricted by having to pay Mana. These, as well as the vast majority of life payment spells, are also completely fine and not problematic in how they play. They get better because of the higher starting life total, but they are far from overpowered because of it and their core function is unchanged. Other than necro, only Aetherflux strikes me at first glance as needing a Nerf, but 30 life ain't gonna do it. Aetherflux gains you plenty of life on its own, so it's a triflingly small speed bump to start at 10 fewer life. It will make it a bit more difficult to use to take out the last opponent, but that's it.
    Meanwhile, the cards that care about life total aren't a problem. Felidar Sovereign is a trap card, if it has a chance at winning early it's getting killed. It's subpar card that may occasionally steal a win but really should not be ran outside of a dedicated lifegain control deck as an alt wincon. Serra Ascendant is by far the best of the lot and not a problem. It's a bit cheesy when someone drops it turn 1, and can get in lots of early damage, but usually eats removal as soon as it attacks anyone holding it. Late game it generally sucks outside of dedicated life gain. Even when it's a 6/6 late game it's still just ok because it's often outclassed by more expensive creatures. Dropping the starting total to 30 makes it easier to make it a 1/1 and harder to cast off of shocks and fetches, but it's still perfectly able to come down turn 1 as a 6/6 and then start swinging turn 2 and giving you enough extra life to play those shocks and fetches. Meanwhile, not it has a faster clock because everyone else starts at 10 less life.

    The only real benefit I'm seeing is that it weakens necro. If that is something that is so desperately needed, then the better answer is to ban necro. It scores high on an number of the ban criteria as it is, and banning a single, clearly bonkers card is a much more reasonable course of action than changing a fundamental rule of the format.
    Posted in: Commander Rules Discussion Forum
  • posted a message on Nexus of Fate
    I mean, getting milles out but winning because of Nexus doesn't sound like all that much of a problem, its a step above an eldrazi Titan for sure because it doesn't just stop you from losing but actually helps you win. Mill is pretty rare though, so those random wins are going to be rare. And since a lot of the time you are going to see mill it's via combo (like RiP Helm or bloodcrank) you are doing the lulzworthy achievement of turning their combo win against them. Otherwise, milling yourself to get it is a combo, just like labman.

    As for fair play, I think it's one of the best extra turn spells for that. It's one extra turn and cannot be recurred so unlike time warp it doesn't push you to run more spell recursion to make it better. But it also does have the chance of coming back, so you can double dip if you get lucky. It does get better with tutors, but that's a lot of Mana to pull off.
    Posted in: Commander Rules Discussion Forum
  • posted a message on 40 Life
    Quote from DirkGently »
    It's obviously going to be hard for aggro facing down multiple life totals. But combo has weaknesses in multiplayer too - it has to fight through 3 hands of potential answers. The problem is that, without the ability to pressure their life totals, they can sit on the combo until the optimal moment with relatively little concern that they'll get knocked out before they get the chance.

    Having lower life totals wouldn't necessarily make it easy for aggro to run away with the game - they still have 3 opponents, after all - but it could mean that they can actually kill someone sitting on a combo before they can comfortably wait to play it protected. Which could mean, in a competitive setting, that aggro might at least have some foothold, and that no longer is all competitive EDH combo EDH.

    Krenko is almost more of a combo deck (albeit not infinite combo). For krenko the difference between 60 and 120 life is like, one turn at most. While krenko obviously isn't top-tier competitive, he is the sort of aggro that "works" in commander, at least to a certain extent. But you're not going to see a lyzolda deck pulling any kind of weight in a competitive setting, for example, it just can't scale to those kinds of numbers.


    I really don't think any rule changes should be made to the format to shake up cEDH at all. Aggro isn't bad in more casual settings, neither is midrange. Earlier in the thread someone mentioned a lowering the life total as a way to solve certain problems with EDH, and named Ad Naus as one. I can't remember the last time I saw Ad Naus outside of cEDH, so it shouldn't be relevant at all to the conversation. Meanwhile, playing shocks untapped shouldn't be considered a problem either, being able to do so helps smooth play in a format that by design can be somewhat clunky (100 card singleton).

    Lowering the life total to 30 would certainly hurt Rube Goldberg machine combos and anything that relies on life payment (or high life totals), but it won't stop T&N from being a thing. 30 life in a multiplayer format is still a lot and T&N wins out of nowhere, so what is everyone gonna do, just swing out at the green player if they ramp at all? Because if you're splitting damage, he's still going to be able to survive until 9 mana, and if he has a bit of interaction he'll do so even if you target him. 30 life is not going to close out 4+ player games before someone hits 9 mana, when all these single card bombs that win the game hit at the latest. Its certainly not going to infringe on Hoof's place as a finisher, if anything Hoof gets even better because it needs even less of a board state to get you to swing for lethal, and by its very nature of wanting you to have creatures in play it means that you will have a built in defense against aggro just by playing into Hoof. As for the more competitive combos, the sort that try to get out their combo ASAP and aim to go off turns 3-5, which is going off fast enough that aggro isn't going to be able to reliably kill them before they go off, and those decks are already packing answers to deal with other combos and protect their own, so when they aren't going off that early they have ways to play control.

    30 life WOULD give aggro better positioning in 75% metas, which is where it currently struggles yet isn't a lost cause (its fine in more casual metas, which can't answer threats as reliably, and probably beyond hope in cEDH unless life totals go to 20). I'm not so sure its worth it though. Aggro is more difficult to play correctly in multiplayer than midrange, combo, or control, because of the importance of proper threat assessment before you have a lot of information means that the decisions you make early have a lot more weight in determining whether you win or hit a wall than with other archetypes. Its already pretty easy to kill one person with aggro and then get shut down by the other 2 or 3, and lowering the life totals to 30 won't really change that situation. Sure, its going to be more punishing to the person who spends their early turns ramping instead of holding up answers or establishing a board state, but that just means that person is going to have a bad night while the control players get to hold their answers for the aggro player once he's done doing their dirty work. Games play out better when threats are answered by answer cards rather than getting preemptively answered by taking a player out of the game. Sometimes that can be necessary, like when someone is showing a clearly OP commander or is known to be playing a deck you can't otherwise answer, but it sucks when someone just gets jumpy and decides to come for someone's throat because they played a nature's lore and a cultivate. What would really suffer are Battlecruiser decks, as they are the least able to deal with aggro (control is probably best positioned because shutting down aggro is what control is all about, combo can still outrace aggro at 30 life often enough, and midrange wins out by being a step slower and a head taller which is where you always want to be). Aggro has its place in a variety of formats, Battlecruiser only has EDH, so if it comes down to allowing Battlecruiser to exist or making aggro better I'll choose allowing Battlecruiser to exist every time. If you are determined to play aggro, you can make it work (except in cEDH, though hatebears use aggro as a backup to its main combo line), though it may look different than it does in other formats (a bit more evasive, a half step slower, prioritizing abilities more and raw stats a bit less, more fish less sligh).
    Posted in: Commander Rules Discussion Forum
  • posted a message on Paradox Engine
    PE doesn't combo with everything. It combos with a critical mass of a certain type of thing plus a steady stream of cards. It requires, at the moment, a fairly steep deckbuilding requirement to be useful, but easily becomes broken when those conditions are met.

    The issue is that as time goes on, more and more cards are printed that don't combo with but synergize with PE, and more commanders are printed for which PE is an auto include. It is the increasing number of worthwhile synergies that most concerns me, since as these cards get added to decks they increase the value of adding PE, which in turn increases PEs metagame presence. It is when decks start including PE because it is going to be a great value engine whenever they play it, even if they only cast a couple spells, that it becomes dangerous, both because it starts behaving more like Prophet and Primetime in being a source of low efforts overwhelming value, and because it will lead to more accidental combos where there will be decks that can't reliably combo with it but can do so when they get lucky (a deck with 5 rocks will not reliably hit enough to include PE for a combo, but if it's adding PE as a value engine it will have access to it when it does actually hit enough to do so). But let's not discount that more and more commanders are being printed that can combo with it. Food Chain gets a pass because it only combos with a couple commanders and is generally a cEDH card that doesn't see much casual play, but PE, while not strictly being a 2 card combo, effectively becomes "play a normal game then win when you play PE and your commander" like Urza and that new Robot Scout.
    Posted in: Commander Rules Discussion Forum
  • posted a message on Paradox Engine
    Just want to point out the cEDH is always relevant to discussions involving problematic casual omnipresence, because if the card is wildly popular in cEDH then things like EDHRec numbers are less reliable for judging it's casual omnipresence. EDHRec trends more competitive than the overall meta game, so if a card that doesn't see much competitive play is in the top 20, that's a good sign that it really is pretty omnipresent, buy if a card sees a ton of competitive play then the amount of casual play it sees is likely less than it's ranking would indicate at first blush. If the 20th most played artifact turns out to only have 25% of the lists it's included in be non cEDH, then it's not omnipresent and is mostly a cEDH card, and thus it's "score" on problematic casual omnipresence goes down. It might be really popular, but not at the tables that matter for banning. It is precisely because cEDH is irrelevant for banning purposes that it is relevant to discussing casual omnipresence, because it is necessary to ascertain how much of a cards prevelance is made up of cEDH so that you can disregard it and focus only on its prevelance in casual decks. It's about sifting out the noise.
    Posted in: Commander Rules Discussion Forum
  • posted a message on Paradox Engine
    Quote from Pokken »
    Yeah, so I think the issue with PE is fundamentally is that it's not so good that casuals don't play it and ruin games with accidental combos. That plus it being a really strong and fairly accessible combo enabler in a lot of decks means you see it in a lot of 75% decks. And then it's also playable in CEDH.

    Being both competitive and casual makes it even worse than POK for me, when you combine in how much more annoying it is to remove at instant speed in comparison (and how much less punishing it is when you do so in most cases).

    -----------------------------------------------------------------------------------

    And for a little more exegesis on my favorite quote from the Prophet thread:

    If we look at a statistical breakdown of the commander metagame we can see that PoK is in the top 20 creatures of all commander beating out many monocolor bombs that are considered staples, such as Deadeye Navigator, Craterhoof Behemoth, Terastadon, Elesh Norn, Grand Cenobite, and Woodfall Primus. You are more likely to see a PoK in a random opponents deck then any of the cards listed.


    I did some more prevalence research by the way. At the time PoK was running rampant, it was in the vicinity of the 20th most played creature in EDH and it was the only multicolored creature to be there.

    I give you the 20th most played creature in EDH today:
    Xenagos, God of Revels https://edhrec.com/cards/xenagos-god-of-revels

    It is in 13% of decks it can go in and a total of 5600 decks out of 44878 decks.

    The closest comparison to it (the next most common UG creature) is Prime Speaker Zegana) in 6561 of 53567 decks (at 23rd).

    So for all of you "prophet was in every UG decK!!!" people it is extremely likely that Prophet was in around 7000-10000 of 54000 decks.

    It was probably in fewer decks than Paradox Engine is in now, though its prevalence rate is higher because it's UG specific vs. being able to be played in any deck.

    So the next time you feel the urge to say "Prophet was played way more than Paradox Engine!" This is almost certainly incorrect.


    Thats far from enough data to make the sort of closing statement you just did.

    First of all, though somewhat unrelated to my other points, more people are playing edh today than when prophet was legal, so comparing raw numbers without adjusting for this inflation would be disingenuous. More people could theoretically be playing PE while it still being played in a lower percentage of total decks.

    But relevant to the point that the data you provide doesn't back up your assertion: you make a lot of guesses based on other cards being similarly ranked but with no data showing that this is a valid correlation. There may, for instance, be more spread between places today while the places could have been more clustered when prophet was legal. To be more clear, the difference between tenth place and twentieth today could be (and this is pulled from my ass as I'm not actually looking it up) 4,000 decks, while in Prophets day it may have been 1000. The 20th most played creature today could be ran in a significantly lower percentage of decks than the 20th most played creature 8 years ago. In order to compare Prophet to cards that have similar rankings today and have it be relevant, you'd have to show that the deck percentages are about the same for each ranked place as they were in Prophets day.

    More glaringly, you haven't actually shown what percentage of decks run PE, so you only provide half the answer (and based on flawed data at that). I did do the homework on this though, and I'm seeing it as being in 6 percent of listed decks.

    Further, there is a severe problem with the way EDHrec ranks creatures. Xenagod, ranked 20th in the past 2 years, appears in fewer decks than Zegana, ranked 23rd. Despite this he makes up a larger share of decks that could run him, because there are fewer RGx decks than UGx decks. Zegana is also more narrow that Prophet (she wants decently sized creatures so she can draw lots of cards, whereas Prophet wants things that can be cast at instant speed, which includes any creature due to its ability, and/or activated abilities that require taps or mana. It's good everywhere, and it's a massive bomb.

    It's a shame I can't find data from back then, I'd really like to see the numbers. I'd also like to see the top commanders list. For PE it's a who's who of broken artifact commanders and cEDH perennials, with it's more casual guys being legendary eldrazi, Seton, and Memnarch. Prophet, otoh, was showing up under more casual commanders. That's an important difference, problematic casual omnipresence doesn't look at cEDH numbers.
    Posted in: Commander Rules Discussion Forum
  • posted a message on Paradox Engine
    Quote from Pokken »
    Thanks. Here's the only SCD I can find for PoK:
    https://www.mtgsalvation.com/forums/the-game/commander-edh/607230-prophet-of-kruphix


    Such gems as:


    Quit being a crybaby and kill it. Yes it's strong but it's really no different than Deadeye Navigator, another highly complained about card. Just kill it. If you can't then you need to consider your deckbuilding strategy. (With mod note for flaming)

    Whenever I play Prophet, nothing really changes much. Sure, I get extra mana and my stuff untaps, but my opponents are usually more solitaire-like with their decks, so it mostly acts as just "And untap" each turn.

    Prophet isn't particularly durable. In fact, there's no color that can't take care of it.

    PoK in EDH reminds me a little of Tarmogoyf in that removal dies to it. It's a card that forces your opponents to react instead of playing pro-actively, which is phenomenal against decks that have low levels of interaction. Also, forcing out removal for a 2/3 is great when you are sitting on a wincon in your hand that you're afraid will get blown up

    At this point I have accepted that it rarely survives the turn and is more removal bait than useful card. Having said this the one time it lands and sticks you're on to a winner.

    because i run a full suite of spot removal and play magic both proactively and reactively. I realize that I'm not playing solitaire and need to interact with my opponent's deck.

    If a table cant band together to kill a measley 2/3 with no built in protection, then they were destined to lose anyways. If your deck doesnt have answers to a measley 2/3 with no built in protection, then it was destined to lose anyways. There are MUCH scarier threats that can hit the battlefield than a Prophet of Kruphix. You need to build your decks accordingly or risk being blown out by them.

    Power level aside, I find the play pattern it creates to be very annoying. You can't just say "I'm done. You're turn." You say that and then you and the players who has the next turn have to look at the player with PoK and be like "Well, Can I go now or do you have stuff?" and this happens at the end of every turn as long as the card is out. It's tedious and annoying on a Chaos Moon level and it's in ever single Simic/x deck, at least nobody plays Chaos Moon.

    I despise this card. Sometimes it will be answered immediately - but when its not, it capitalizes the majority of the time available for everyone in the game.

    PoK is a card that completely centralizes the game because it is either "steal/clone it" or "kill it before I get buried in advantage" for every player.

    Its super powerful.. but its only an enabler. It doesn't do a huge amount alone it requires something else for it to abuse.

    Maybe the solution is to unban other tempting Bribery targets? The recurring theme of Commander seems to be that green gets a card that all the blue players want to steal, and the green card gets banned so they can't. Ban bribery so that once PoK is banned, we don't have threads on how all the metas have warped into three blue players racing to bribery the green player's Courser of Kruphix or something.

    To me its most impressive power has been its ability to avoid the banlist. Like what's up with that?

    There are so many broken things in this format. This has a fragile body, requires two colors to be played, and doesn't actually win the game.

    I hate Dead-Eye much more. It is monocolor, wins the game and is quite hard to remove once it's soulbonded.

    As has been said multiple times, Prophet is the enabler, not the killer. It was the Momir Vig that got out of hand. It was the cards drawn from Zegana that swung the game in that player's favor.

    I'm a bit sick of hearing people complain about this card, TBH. (Editorial comment: I died at this one, deja vu much?)

    Find a group that wants to play the same kind of games you do, and understand that if you play with someone new, you have to be prepared for anything.

    (this is me) I'm kinda 60/40 in favor of banning Prophet at this point but not because of power primarily, more the undesirable board state that it tends to create. It's really not fun to play with or against.

    (And someone telling me I'm a whiner for not liking the board states): The phrase "unfun board state" is going to be the death of the format. House rules are one of the supposed cores of the format, and house rules should weed out house problems. (Editorial comment: Dead enough for ya yet chief?)

    Prophet, in my meta, is strong, sure, but certainly nothing like the other two [Sylvan Primordial and primeval titan]. Prophet requires me to have a hand to be useful. The others did not.

    I commonly cast PoK and fail to win - even if it doesn't immediately eat removal.

    At least until people decide Seedborn Muse needs to be banned, too, because people are never going to stop being douchebags with cards, and for some reason, a large number of the casual Magic base derives fun at the lack of fun they can force others to have, thus causing the vocal minority to be even louder. Turn 2-4 Iona when you're playing monocolor is so much more unfun, IMO.


    If we look at a statistical breakdown of the commander metagame we can see that PoK is in the top 20 creatures of all commander beating out many monocolor bombs that are considered staples, such as Deadeye Navigator, Craterhoof Behemoth, Terastadon, Elesh Norn, Grand Cenobite, and Woodfall Primus. You are more likely to see a PoK in a random opponents deck then any of the cards listed. (Editorial comment: I really found this one interesting because it shows that my prevalence estimates are fairly close to correct - PoK was only in the top 20 creatures, and the few creatures referenced such as Hoofdaddy and Deadeye are both hovering around 10% today; so it's unlikely PoK was much higher than 10%)

    if prophet resolves and the person playing it is even remotely competent at magic, the game is over. Prophet is hands down the most broken card in the format, it is essentially the equivalent of taking four turns to each other player's single turn, the card should not have been printed (editorial: Mmmm, hyperbole)

    I'm guessing people on the committee play the card, that's why it's never been touched. Probably tooth and nail too. (Editorial comment: Wow, the more things change Smile

    Oh man...mods can we please get this thread either locked or merged with the ban list thread. This isn't even a conversation anymore.

    This is a 5 mana card that produces no mana draws no cards doesn't tutor has no etb litteraly does nothing before being open to any instant removal for god sakes it dies to a lightning bolt.. If you don't have the counter to stop a prophet be glad your not aginst a real broken card like doomsday doomsday + any cmc 1 cabtrip kills the table for the same mana cost as this slow creature based enabler.

    Prophet by itself is not a must answer. With a board and a card advantage engine it needs to die the turn it was played. A T2 PoK from Land, Manavault, Land isn't a threat, yet. A T5 PoK with Mystic Remora or Survival out is a different story, the game will end. PoK is one among many 'must answer' cards. I don't feel like it sits that high on the list. Hermit Druid, Ad Nauseam, Necro, Doomsday, Tooth and Nail, and C Sphinx are all higher up in my book

    I play at more than just my own table. FNM, etc., gives me legitimate cause for concern regarding a card's legality.

    The prophet isn't the most broken card in the format however, I believe it is the most commonly broken card in the format. What I mean by that is, it is the card that is ruining the largest number of games. It seems like everybody and their grandmother has a copy of PoK and a large number of them think it's a good idea to put it into their decks.



    Mods - apologies if this summary of the previous thread is too much C&P for this topic, but I think it's really salient stuff. Prophet is a stellar example of a card where people were very divided (even me, with my very balanced commentary if I do say so myself).

    People made literally the exact same arguments against it and for it in a lot of cases.

    The biggest difference is that we don't see the same level of cloning/bribing as we saw with prophet, and of course the reason for that is that PE is a somewhat narrower card. But not narrow enough in my opinion:) Its power level ceiling is much higher but it's not quite busted enough to join dramatic scepter in CEDH only town.

    The other major parallel I see with PE and Prophet is the kind of line of thinking of:

    ~"it's just a broken enabler that enables what you choose to do with it"

    How that plays out is quite a bit different. PE is far more likely to straight up combo out, and far less likely to durdle out during other people's turns. But that is a major parallel; there's kind of a venn diagram happening where PE and Prophet both overlap with ruining the game and comboing like this:

    Too many circles to also add "And a fun time was had by someone other than just the guy playing it" but suffice it to say it's a small sad circle for both :p

    EDIT:

    For some prevalence numbers, I went through the comparison of EDhrec numbers similar to this quote from the previous thread on Prophet


    If we look at a statistical breakdown of the commander metagame we can see that PoK is in the top 20 creatures of all commander beating out many monocolor bombs that are considered staples, such as Deadeye Navigator, Craterhoof Behemoth, Terastadon, Elesh Norn, Grand Cenobite, and Woodfall Primus. You are more likely to see a PoK in a random opponents deck then any of the cards listed.


    On the list of artifacts in the last 2 years, Paradox Engine is 59th on the top 100. That is insaaaane. Prophet broke top 20 on creatures, but let's remember that creatures are way worse in EDH than spells and artifacts almost invariably. The threshold for a creature to be played is pretty huge, and at that time most of the creature decks were UGx - these days most decks will be playing a ton of artifacts with or without paradox engine.

    The artifacts list is rather skewed as well because things like Fist of the Suns sit at 18th or so on the back of being in 18% of 5-color decks (derp) and Sunforger being in 12% of WRx decks. If you correct for purely actually mono colored artifacts, PE comes in:


    1. sol ring
    2. lightning greaves
    3. swiftfoot boots
    4. commander's sphere
    5. solemn simulacrum
    6. skullclamp
    7. chromatic lantern
    8. mind stone
    9. darksteel ingot
    10. gilded lotus
    11. fellwar stone
    12. thought vessel
    13. sensei's divining top
    14. thran dynamo
    15. ashnod's altar
    16. burnished hart
    17. worn powerstone
    18. hedron archive
    19. mana crypt
    20. caged sun
    21. mana vault
    22. whispersilk cloak
    23. expedition map
    24. everflowing chalice
    25. sword of the animist
    26. nevinyrral's disk
    27. panharmonicon
    28. wayfarer's bauble
    29. steel hellkite
    30. paradox engine

    A fairly respectable 30th.





    Thats a pretty fair selection of excerpts. Your right that the difference is that it is both a bit narrower and has significantly less of a centralizing effect on the format (as it isn't prompting people to run steal/reanimate effects more often like Prophet did). That lowers its rating for me (compared to Prophet) on problematic casual omnipresence (especially since the decks that do use it skew more competitive while things like Prophet, Prime Time, and Sylvan got jammed in casual decks at a higher rate). Needing to have a critical mass of mana rocks to work effectively puts significant downward pressure on stealing it, its one thing that it requires you to build around it more for your own deck but its even more significant in that its unlikely your opponents can take advantage of it without a similar deck. Prophet at least was Seedborn Muse in its fail state (getting stolen by a straight up creatureless deck) and Seedborn Muse is a great card.

    My issue is that as more and more cards that synergize with PE get printed, the number of decks it should be an auto include in increases, and the greater likelihood it will find its way to more and more casual tables and start ruining games. It seems like this is inevitable at some point, but I'm not sure what the tipping point is, and I'd rather wait until its reached than preemptively ban it.
    Posted in: Commander Rules Discussion Forum
  • posted a message on [[Official]] General Discussion of the Official Multiplayer Banlist
    The hills that some people choose to die on...

    CV is the poster child for "this will never be unbanned". This has been discussed to death tbh.
    Posted in: Commander Rules Discussion Forum
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