Reason why I am depressed is because the format is so popular in my meta, they play nothing but commander. I am the only person I know who does not like the format.
What do I do? This is basically the end of magic for me of this continues. It does not show of it any time slowing down.
This issue has been around for years (just click on the relevant link in my sig). I have also read similar experiences from other MTGS users. I can tell you about my own experience.
When it happened to my group I eventually left to look for games elsewhere. After exploring other groups, shops, and conventions for a year I checked back with my old group and it was a sad shadow of it's former self. All the non-Commander players left early on. Then, whenever Commander players got tired of all Commander all the time they had trouble getting games of non-Commander started so they left too.
Eventually, our group founder (who doesn't play Commander) stopped paying for our website and we were looking at the end of the group. I took over and started recruiting non-Commander players, tracking down and bringing back old members who had left, and pushing for non-Commander games. It was slow at first, but more people started showing up. Several Commander players were confused at what was happening. We had to explain to them that we were playing a game called "Magic". It was always hilarious to do so.
This will result in everyone hating the format and go back to playing Standard where nothing ever happens ever. (this is not meant as sardonic other than to the standard format of which I am not a fan)
I thought about doing this with my own group, but didn't have the energy to go through with it. My Commander meta already has spike players with degenerate decks, so that probably would not have worked for my group anyway.
The problem with your statement is that edh combo decks has been a constant killer of friendships since the format began.
Yup. I dislike when Commander players shrug this issue off with the excuse that this is not in the "spirit" of Commander. Commander is a format. A social contract is not a format.
I suppose because the Heads neither attack or block, detain does nothing?
"Snapping Fang Head, you are under arrest for the crime of swallowing a hero whole! The rest of you Hydra Heads are free to go about your business while we process the appropriate paperwork." - Azorius Arrester
More phenomenons that use the blank face on the planar die.
New cards that become more powerful whenever you planeswalk. (artifact that gains charge counters or a planeswalker that gains loyalty whenever you planeswalk)
A Tazeem reprint.
I wanted to write more, but the internet ate my first response and this is a hasty rewrite.
Timmy: Mommy, what's a Planeswalker?
Mommy: Well, let's see. It says here that "You are a Planeswalker." I guess it means players are Planeswalkers.
Timmy: Oh! I have this card that says I can destroy a Planeswalker. So I win?
Mommy: Yes sweetie. Good job.
Timmy: Yay!
I'd be more afraid of a 300 card battle of wits deck (4 copies) than a 300 card singleton; as a singleton it shouldn't be any harder to face than a competitive 100 card EDH deck; they decks must be designed for casual rather than competitive
I don't run Battle of Wits. It's a casual fun deck.
even if I knocked the other guy out, I could not possibly win as long as that sphinx was on the table.
In a free for all multiplayer situation, when one opponent plays something you cannot possibly deal with on your own, do not "knock the other guy out" if you can convince the other opponent that an alliance is worthwhile. In this situation, the sphinx would also be a problem for the mono-red player. Both you and the dragon player could have worked together to eliminate the sphinx player, then work on eliminating each other once the mutual threat has been dealt with.
Also, your mono-green deck needs more utility colorless artifacts/lands. You'd have to remove Molder Slug, but green has many other ways to deal with artifacts.
But, if a deck has good CA, can it run alittle more than just the traditional 60cards and have a player still be able to find whatever it is they need??
In a fast competitive format you want to draw the cards you need rather than draw cards that draw cards that search for the cards you need.
In a slower casual setting, yes, feel free to go over 60. Just make sure you keep your land/spell ratio consistent.
This issue has been around for years (just click on the relevant link in my sig). I have also read similar experiences from other MTGS users. I can tell you about my own experience.
When it happened to my group I eventually left to look for games elsewhere. After exploring other groups, shops, and conventions for a year I checked back with my old group and it was a sad shadow of it's former self. All the non-Commander players left early on. Then, whenever Commander players got tired of all Commander all the time they had trouble getting games of non-Commander started so they left too.
Eventually, our group founder (who doesn't play Commander) stopped paying for our website and we were looking at the end of the group. I took over and started recruiting non-Commander players, tracking down and bringing back old members who had left, and pushing for non-Commander games. It was slow at first, but more people started showing up. Several Commander players were confused at what was happening. We had to explain to them that we were playing a game called "Magic". It was always hilarious to do so.
I thought about doing this with my own group, but didn't have the energy to go through with it. My Commander meta already has spike players with degenerate decks, so that probably would not have worked for my group anyway.
Yup. I dislike when Commander players shrug this issue off with the excuse that this is not in the "spirit" of Commander. Commander is a format. A social contract is not a format.
Wow. You are delusional.
The Stack
http://magiccards.info/rule/405-stack.html
Priority
http://magiccards.info/rule/116-timing-and-priority.html
Spells, Abilities, and Effects
http://magiccards.info/rule/601-casting-spells.html
http://magiccards.info/rule/602-activating-activated-abilities.html
http://magiccards.info/rule/603-handling-triggered-abilities.html
http://magiccards.info/rule/604-handling-static-abilities.html
http://magiccards.info/rule/605-mana-abilities.html
http://magiccards.info/rule/606-loyalty-abilities.html
http://magiccards.info/rule/607-linked-abilities.html
http://magiccards.info/rule/608-resolving-spells-and-abilities.html
http://magiccards.info/rule/609-effects.html
http://magiccards.info/rule/610-one-shot-effects.html
http://magiccards.info/rule/611-continuous-effects.html
http://magiccards.info/rule/612-text-changing-effects.html
http://magiccards.info/rule/613-interaction-of-continuous-effects.html
http://magiccards.info/rule/614-replacement-effects.html
http://magiccards.info/rule/615-prevention-effects.html
http://magiccards.info/rule/616-interaction-of-replacement-and-or-prevention-effects.html
"Snapping Fang Head, you are under arrest for the crime of swallowing a hero whole! The rest of you Hydra Heads are free to go about your business while we process the appropriate paperwork." - Azorius Arrester
"Aww, man!" - Snapping Fang Head
"Them's the breaks bro!" - Shrieking Titan Head
I wanted to write more, but the internet ate my first response and this is a hasty rewrite.
Timmy: Mommy, what's a Planeswalker?
Mommy: Well, let's see. It says here that "You are a Planeswalker." I guess it means players are Planeswalkers.
Timmy: Oh! I have this card that says I can destroy a Planeswalker. So I win?
Mommy: Yes sweetie. Good job.
Timmy: Yay!
I added a picture of a Flying Dutchman to my post.
Flying Dutchman FTW!
I tried it for the first time last weekend. We lost two out of two games. I'm not sure how this game is easy.
It's kinda like how I didn't know there was a "clans" section for years until someone PM'd me to join one.
It's tough to get a perfect fit, but here are my suggestions based on rules text. Some card names really don't fit though...
F/SN
Archer = Stonehewer Giant
Lancer = Master of Cruelties
Berserker = Deity of Scars
Rider = Vish Kal, Blood Arbiter
Caster = Nicol Bolas, Planeswalker
Assassin = Primal Plasma
F/Z
Archer = Mageta the Lion
Lancer = Hateflayer
Berserker = Thornling
Rider = Hero of Bladehold
Caster = Ashiok, Nightmare Weaver
Assassin = Pack Rat
I feel the new content will make it more worthwhile than the first two movies.
I don't run Battle of Wits. It's a casual fun deck.
In a free for all multiplayer situation, when one opponent plays something you cannot possibly deal with on your own, do not "knock the other guy out" if you can convince the other opponent that an alliance is worthwhile. In this situation, the sphinx would also be a problem for the mono-red player. Both you and the dragon player could have worked together to eliminate the sphinx player, then work on eliminating each other once the mutual threat has been dealt with.
Also, your mono-green deck needs more utility colorless artifacts/lands. You'd have to remove Molder Slug, but green has many other ways to deal with artifacts.
In a fast competitive format you want to draw the cards you need rather than draw cards that draw cards that search for the cards you need.
In a slower casual setting, yes, feel free to go over 60. Just make sure you keep your land/spell ratio consistent.
In casual land, you are not required to play against anyone you do not want to.
EDH players may stop you. Many EDH players refuse to play against my 300 card singleton.
Upgrade: Super Dog! The Dog starts with four or more hero cards!