Quote from Evil Never Dies »I'm really not worried about it, but it's nice to have the option without needing to specifically build around countering it.
There's no need to build around your entire deck or strategy. As I said, any black deck can run a Sorin Markov, which is both not game ending (so not unfun like instant win combos) but versatile and useful enough (and very difficult to answer if u dont run counters) to shut down life gain players and still do other stuff in the game. But really, life gain decks are such a minority in edh world that justifing "commander damage" only for their existence really isn't enough of a good reason alone. Even Oloro players, if it's in dominant position, can be reasonably beated by simply doing politics and alliances inside a multiplayer game, without the need of the commander damage rule.
Combos are essentially running the format, and although competitive and casual are different metas, eventually people upgrade their decks and then tend to lean in to stronger strategies... like combos.
If combo decks are a problem, then commander damages do almost nothing to stop them, because assembling any 2 card combo, it's much faster and efficent than wasting time to summon a creature, hoping nobody got removals meanwhile and wasting time with equipments and/or auras with multiple combat phases. Unless you are planning to one-shot always with a single combat, which is just another combo monster beating a combo monster and you didn't resolve nothing, because the combo problem is still there. Anyway, from a practical viewpoint, voltron is not a reliable strategy to beat combos, thats why in CEDH the only decks you see to contrast efficently combo decks are control, stax and/or hatebears archetype.
Also, with Brawl, I don't think it's so much as WotC hating Commander Damage as it is having a lower life total in a 1v1 game. What would you set the Cdamage to? 15? 10? It just doesn't work as well.
The only real reason the number 21 was chosen was simply because the original elder dragons when commander started were all 7/7, so exactly 3 attacks from them, which are 21, would kill the player. The origin of this rule is simply for very narrow flavor reasons, than for gameplay reasons.
Also, with Brawl, I don't think it's so much as WotC hating Commander Damage as it is having a lower life total in a 1v1 game.
If it's true that MTGO Commander 1vs1 has Commander Damages, while multiplayer Brawl that starts at 30 lifes in multiplayer still doesn't have commander damages, means in that case that lower life has no meaning for WotC and that definitely try to get rid of commander damages.
I'm not saying that Commander damage is a counter to combos; I'm saying that it is pointless to get rid of commander damage because it is not something that is hurting the format like too many combo decks.