Showing posts with label Commander. Show all posts
Showing posts with label Commander. Show all posts

Monday, October 17, 2011

Swords of Schwing and Schwang - Musings & a Top 10

From the Crazy 99 Blog.

I’ve never had a huge amount of time for Equipment in Commander. Some is obviously great, others are occasionally helpful but, on the whole, it just seems like a lot of effort to turn things sideways with benefit and I’m pretty opposed to just throwing things out into the Red zone with only the hope of Step 4 happening (Yes, that’s the “Profit” step). Up until recently the only equipment ever I really played were Jitte, Greaves & Clamp.

A very strange part of Commander is discovering that 100 cards is, in fact, not really a lot when you get down to it. Take the pre-build count of your average Commander deck, that being the obligatory 100 cards; slice off 40-ish cards for land & mana rocks; add a general; now take the entire history of magic and condense it into the kind of deck you want to play in just 60 remaining card slots……. You now have a deck.

The obvious problem here is that, in those 60 card slots, there’s really only so much you can do. You have your criteria for the deck you want to build and that’s going to form the greater part of these slots. If Equipment isn’t an integral part of that strategy, you need to have a very good reason to make room for it.

A lot has to come together to get "value" from equipment: A creature, the equipment and, usually, a successful attack step. Bearing in mind that the equipment (artifact) and the creature involved are the two most gunned-after card types in the format and there's a whole table of guys worried that whatever scariness you've cobbled together is coming their way. This makes for a very hostile environment.


Probably the most played equipment in Commander is Lightning Greaves. It’s cheap, equips for free and grants two excellent abilities: Surprise and protection. The only-slightly-less-exciting version that M12 gave us, Swiftfoot Boots, trades off an additional 1-mana equip cost for the ability to interact with your own creature. I expect Lightning Greaves to stay top dog in the equipment stakes because general-centric decks really, really need to protect their general and "Das Boots" does this. (Amusing sidebar: Lightning Greaves has long been nicknamed “Das Boots” despite actually being a pair of greaves. Now that we actually have a functionally similar pair of boots, will we have to dub them “Das Greaves”?)

Past fancy footwear, equipment is either incredibly niche or exceedingly high on the cost/benefit scale. Some form of protection or evasion is a minimum requirement and triggered abilities or granting some sort of stat/keyword that’s outside the usual remit of your colors is the bar against which successful EDH equipment is gauged.

This leads to a very short list.  


One of the inherent drawbacks associated with equipment, the congruence of all the favourable elements, was addressed with the Living Weapon mechanic in New Phyrexia. Suddenly you didn't have to make a guy and protect it while you played your Axe and paid to equip it. By giving you the token, weak as it may be, you're essentially making a mana saving of "X+Y" where "X" is the cost of the creature and "Y" is the cost of equipping the Living Weapon and a card saving of whatever creature you’d have attached the non-living weapon version to. Sure, the creature you're given is a 0/0 but even a 0/0 has it’s uses, including dying piteously should the situation require it, and it can still attack (all living weapons grant a toughness boost of at least +1). A 0/0 with +10/+10 is still a 10/10. While the initial popularity for Living Weapons seems to have tapered off, we are still left with 3 that are getting some serious play: Bonehoard, Lashwrithe & Batterskull; essentially a huge beater, a huge beater and a one-man army.


I have to admit that my main experience with equipment is Clamp, Greaves, Jitte and seeing small, cheap strength boosts, Banners and Jittes across the table in an aggressive deck or the occasional Sword in a 1v1 game but, on the whole, really nothing very overbearing.

Then I completed a trade that finally saw me getting my hands on a Sword of Fire and Ice and, about 2 days later, I cracked a Sword of War and Peace and thus completed the full set of Swords of One-thing and Something-Else. The only small issue was what to do with them now that I had them?


I initially thought about parceling them out between different decks or, possibly, constructing a new Voltron deck, though neither appealed to me all that much. In the end, time and utter laziness won over and I dropped them all into my Thada Adel deck, kicking out some of the less friendly artifact stuff. This was the only change I made to the deck overall so it was still theoretically a slow rolling artifact/control deck that can go big quick but generally turtles until it can swing some mid-game hay-makers and ride the tempo to victory. Needless to say, I didn’t expect the swords to make all that much difference to the deck as a whole.

What I didn't realise was that just adding 5 swords (with the possibility of a couple more in copy-artifact effects) turned Thada into an aggressive show stopper and it's all on the sholders of to those 5 Swords.

Case in point: Yesterday playing a 4-man against Ghave Combo-Tokens, Sapling Good-Stuff and Glissa. A little explosiveness on my part allowed an early Consecrated Sphinx (backed up with Reliquary Tower) which survived a couple of turns around the table before getting killed. Its demise coincided with Ghave landing Aura Shards and destroying every non-land permanent I controlled. A couple of turns later, I passed my turn after landing a Myr Retriever and a Maze of Ith and possessing pretty much nothing else but a precarious life total and a large hand filled with land and spells that had nothing to do just at that time.

Oh, and a Sword of War and Peace.


I then eliminated one player in each of my next three attack phases with that lowly 1/1.


Here's how it happened:
Ghave, after wrecking my board, fell low on life to a Massacre Wurm. Subsequent attack phases from Sapling and Glissa meant he would have perished before I untapped unless I saved him with my Maze of Ith, which I did.

Leaving him on 1 life and no board to speak of allowed me to untap and drop the sword onto the mighty Myr gaining a boatload of life courtesy of a Reliquary Tower and the earlier Consecrated Sphinx and, most importantly eliminating the Aura Shards from the game. I played a Memory Jar and passed the turn

Neither Sapling nor Glissa had the power on the table to finish me off on their turns and the turn came back to me. I cracked the Jar, drew into Sword of Feast and Famine and, with it, hit Glissa for exactly 12, enough to kill him. I untapped my land and added a second Sword of War and Peace in the form of a Sculpting Steel and passed the turn, recovering my exiled hand from the Jar.

Sapling saw the writing on the wall with 17 damage heading his way and no means to block and conceded the game.

Mighty Myr carried the day (and the Swords) with a victory that was facilitated in large part by a lot of card drawing but truly unlocked by the Swords themselves.

The subsequent game went in a similar vein with Swords flying around between whoever could hold them and proving too much advantage in the red zone. With the level of search and recursion the deck has for artifacts anyway, adding 5 equipment has proven to be a very aggressive step for Thada allowing resources to be sandbagged elsewhere while all the relevant colored generals around the table worry about lowly merfolk swinging swords.


I think I’m revising my stance about Equipment in Commander…..

I don't usually do Top 10s but I thought I’d do one here to see what I could come up with. How do you balance cards that have hugely varying power-levels depending on the deck they are in? For example, Jitte is great in a creature-heavy build but doesn’t particularly suffer against creature decks ether so can go in any build that has enough creatures to support it, whereas a sword of the incorrect combination for your playgroup could end up being just a +2/+2 for your opponents' defenders to chump all day.


10. Lashwrithe/ Bonehoard

I put these up last because they are “only” Strength boosts. Both fail on evasion and suffer on cost but make up for it with the potential to go big. If your target creature has evasion already, that's half the battle. Bonehoard is slightly weaker because of the necessity of playing graveyard hate in Commander but Lashwrithe has a color drawback that restricts its use. Even Urborg, Tomb of Yawgmoth won't turn your General's color identity Black! I hesitated long about putting Loxodon Warhammer in here but, in the end, the Living Weapon aspect gives these the edge.

9. Sword of Body and Mind
8. Batterskull
7. Sword of Light and Shadow


Being the least useful of the swords in commander (from a triggered ability rather than a protection standpoint), Sword of Body and Mind scores low in the top 10. It’s just behind Batterskull that scores on both resilience and Lifelink keywords but possibly loses out on cost. If you don't have either a lot of available mana or some means to cheat on costs, you're probably looking at a Time-Walk in anything but the late game and, while it may gain you some life, it doesn’t grant any protection. Rounding out this section is the Sword of Light and Shadow: It gains very relevant protections but once again the abilities are not as impressive as the other Swords. The ability to put a better creature than a 2/2 wolf back into your hand and subsequently into play is what gives it the edge over its blue/green brother.

6. Sword of War and Peace
5. Sword of Fire and Ice
4. Skullclamp  


Putting Swords of War, Peace, Fire and Ice into the Top 10 is a no-brainer but they have to be edged out by much, much better equipment as they are either huge on the damage stakes or huge on the card- / board-advantage stakes.

Here’s where it gets divisive: How do you relegate one of the most broken pieces of equipment to a mere 4th on the list of best Equipment in a format? An advantage to Skullclamp is that you don’t really need to build your deck around it to benefit. Once you have a decent creature count, it can do its thing peacefully enough because your creatures will die often during a game. Having a deck built specifically to takes advantage of ways to abuse it is why it got banned in the first place and it speaks of a power-level in Commander that’s extremely high. What could possibly beat one of the best and most controversial equipment ever to the top 3 spots?


Why, more "best" and "controversial" equipment, of course!!

3. Sword of Feast and Famine
2. Umezawa’s Jitte
1. Lightning Greaves


This is roughly where everyone looks at the number one and says: "Holy-Moley!! He put Greaves in first!!" Simply put, it's not on the same power level as most of the rest of the top 10 but it's so ubiquitous, efficient and useful that it's hard not to put it into every single Commander deck you build. It protects your commander, it allows you to grant scary beasties haste and is generally one of the most annoying permanents in the early- to mid-game.

Coming hot on the heels of Das Boots are Sword of Feast and Famine and Umezawa’s Jitte. The Sword has been the subject of quite a lot of attention in recent Standard due to the ease of finding it with Stoneforge Mystic. It enables "double" turns by allowing you to play spells in your pre-combat main phase, attack and untap to allow you to play more spells either during your post-combat main phase or your opponent's turn. You got your cake and you ate it. 

Two very relevant protection colors added to this "double turn" ability make this sword just as potent in Commander as outside. The only small downside is the second triggered ability, discarding an opponent's card, can often actually facilitate his gameplan.

In compiling the list I had an issue not including things like Sunforger who’s restrictions are both color and build-based though, when you have those two combined, it’s very strong, arguably stronger than Bonehoard or Lashwrithe. Where do you think more specialised equipment like the Sunforger or, Loxodon Warhammer, Blade of the Bloodchief, Darksteel Plate, Swiftfoot Boots, Konda’s Banner, Nim Deathmantle, Skullclamp, Thornbite Staff & Umbral Mantle fit in on the list of top equipment?
Find the original post here.

Tuesday, October 4, 2011

Mishra's Workshop in Commander

From MTGSalvation.

Should there be more cards banned in MtG: Commander?

From Completely Casual.

Not only did Magic: the Gathering become wildly successful over the last few years since Hasbro took over and unleashed their marketing guys upon the brand; their marketing research showed that the broad audience of Magic players were those Kitchen Table Guys nobody ever payed attention to in the old days. Now not only do we have highly sought after mythic rares to tickle our inner child – sorry, have to correct myself there – inner Spike, but growing numbers of players all around the Multiverse. Most of these players are of the well known Kitchen Table Guy variety, and that is part of why alternative formats are on the rise. Of these formats, their poster child is EDH, now called Commander, holding the banner up high. So as the format becomes more and more played, there is one inevitable conclusion: it will become more competitive. Now people like me, who are casual players at heart, are asking themselves one big question:

Do we have to ban more cards to keep everything in check?

If you want to hear another oppinion on this matter, follow this link to hear what my buddy Andy from Commandercast has to say about this topic. And realize how far two members of the Casual Inquisition can disagree about this.

The most important thing we have to consider in my opinion is the first principle of MtG: Commander as stated by the Rules Committee. It is known as the “rule of social interaction” and is stated on their official homepage right above the “official” (at least as official that can get when you abide the following principal) banned list:
“[Commander] is founded (and dependent) on a social contract, otherwise known as a gentleman’s agreement. Unsporting conduct (whether extreme or simply “being a jerk”) should not be tolerated by players. Refusing to play with antisocial persons is the fastest way to better EDH community.However, because players have varied opinions of what constitutes fair and/or fun play, a recommended banned list is maintained to help guide players towards a good social experience. House rules or “fair play” exceptions are always encouraged if they result in more fun for the local community.”
See the current MtG:Commander banned list here <—
I think this is in theory totally the right mindset to have when playing Commander. I wrote an article some months ago, upholding this principle and reasoning why it is valid. And a second one on how to get those offending the social contract to change. But still I believe this does not legitimize the fact that certain cards remain unbanned. Further bannings may seem rather unnecessary if you and your playgroup follow the first MtG: Commander Principle, but this fundamental principle is already undermined by the simple existence of a banned list. Despite the fact that this list is only ‘semi-official’, it is backed by the authority of the Rules Committee and the most widely accepted set of guidelines followed by most Magic players all over the Multiverse. Many build their decks with this list in mind to ensure wider acceptance among their Magic peers, or when playing with strangers. Having this kind of authority to enforce an accepted banned list and telling us to follow the “social principle” would be strangely idealistic, but fine. Instead they sneak in this ‘semi-official’ banned list, therefore betray their very own first principle of MtG:Commander.
My conclusion on this matter is that if this social contract could work without the semi-official banned list, we would not have a semi-official banned list in the first place.
Believing in the necessity of a banned list, I of course see that there should be as few cards banned as possible, while still believing that the first principle will take care of the minor glitches. Bans cannot be applied to every abusive combo or douschebaggery, as douschebaggery cannot be attributed to a card on its own, but rather on the collective deck – which finally is the responsibility of the piloting player. Maybe excluding Emrakul, the Aeons Torn, every card currently on the banned list could be used in different decks without a broken or unfun outcome. This is where the the First Principle and the Banned List meet eye to eye and have to find a compromise. I know that the solution cannot be banning every half-decent combo or removing every card from the format which annoys a specific portion of the player base without creating a list that overshoots its mark.
But there is one kind of card category that makes decks focused on abusive combos even better. Their exclusion from the format would not harm any casual players strategy – the only thing hurt would be some player’s nostalgic feelings towards MtG: Commander. The power these cards yield to an abusive or offensive deck is not limited to a certain combo or deck archetype, but instead makes every already uncasual abusive deck even better – if not outright broken. The kind of cards I believe should be banned in MtG: Commander are:

High-end mana accelerators.

The problem with most decks that are considered unfun in MtG: Commander and are hated by most casual players are decks which try to assemble a certain kind of unstoppable strategy as fast as possible. Either these decks create some kind of really fast prison lock or assemble their proven win-combo turn 4 or five – some of them even sooner, and reliably. The only way to enable this kind of speed are overpowered mana acceleration cards. Most of these cards are known for their power in Vintage and Legacy and are without a doubt candidates for their respective banned and restricted lists. As mentioned before, most of these cards are associated with a feeling of nostalgia for a lot of long time “Elder Dragon Highlander” players. Nevertheless, these cards are proving to be unhealthy for the format more and more each day. The following cards have been known for their power to enable crazy first or second turn starts for a long time now. Among their most famous recidivists are (sorted by power level):
These cards might not be reliable enough to guarantee game-breaking starts in a singleton format in every game, but seem to do it every other game. Also when combined with other decent acceleration, it collectively takes these kind of decks over the top, reliably, in every game. I understand the fondness a lot of casual players have grown for their lovely Sol Rings, especially if they are premium foil, custom altered Judge Foils. But without a doubt these cards only remain in the format for one single reason from my perspective: the affection casual players have devoted to the fact that they own cards that cannot be played in any other format except for Vintage – which sadly has an entry barrier of about 3000 bucks and might not considered casual enough for most of them (compared to Commander where you can start with as little as $40).
A master of time never runs, he simply walks.
Many argue that Sol Ring should be banned for the fact that you cannot build a deck in Commander without including one, as it is a staple alongside with Sensei’s Divining Top and Maze of Ith. While I believe Sol Ring should be banned, I totally disagree with anybody using this sort of reasoning. Although it might be true that many people have never built a Commander deck without including Sensei’s Divining Top, this has never been an issue or problem for the format. (Also I do not believe  in the Top beeing a staple anyways.) While some people might feel bored by the obvious card choices their opponents make, most colors or even color combinations yield a similar problem, as they have certain staple cards of their own. While one can never remove the existence of “Staple Cards”, they only ever become omnipresent when they are artifacts. This should not be viewed as a problem and cause a banning. One banned staple will just be replaced by its next best successor to become the new benchmark – the new staple.I only vouch for Sol Ring to be banned, as much as I vouch to ban the other cards on the list (and other similar offenders I might have missed) for their enhancement of decks which are all-powerful already. Though only giving a marginal advantage to the average deck, that wasn’t built to be abusive. While any casual deck will of cause be better off with a Sol Ring, it doesn’t miss much by not having it – except for invoking a nostalgic feeling for its pilot. An abusive deck on the other hand, can profit immensely by including cards like this to create a head start in the game to lock others out of it, or to end before it ever began. I understand the well established argument that there are enough answers to any given problem in Magic, even to fast mana, but sometimes these answers are not fast enough (Yes, this pun is pure irony!).

Putting this behind, there are no other cards which have to be banned immediately in MtG: Commander, in my view. This only leaves us with one card category worth putting on the Watch List. As I see it, these cards are problematic to casual Magic in general:

Mass land destruction.

Not this Armageddon
A lot of cards traditionally used to destroy lands, like Violent Ultimatum, Pillage or even Smokestack, can be used with an inoffensive intent, if you built your deck accordingly. Mass land destruction cards like Armageddon are one kind of card that only has two outcomes. Outcome one: You have put some relevant threats on the board by turn 4+, while your opponents for various reasons don’t (maybe they got theirs destroyed in some way or they are having a slow start). Now you drop an Armageddon on the board and your play group has to decide to show you some form of Counterspell or scoop up their cards to get another game started. Even if somebody is able to handle your threats in response, it only has an outcome equal to outcome two: any kind of board state where nobody has any real threats and somebody cycles an unanswered Decree of Annihilation (as Stifle isn’t really that much of a staple in Commander). Now you have to sit through a dreadful game waiting for somebody to finally topdeck enough mana to play an Eternal Witness or something to start bashing face for an amazing two damage for the next six turns, until he finally gets enough mana to play a decent threat. By that time, probably half the players have already scooped because of boredom – or left their cards at the table to get snacks, having instructed their opponents to flip their top card and play all the lands, as their cheapest spell in hand is a five drop.
While other cards can and often are used to induce grief if played in the right manner, I see no possible alternative way to play a mass land destruction spell without keeping the other players at the table from having fun. We all know that mana denial is the most unpopular threat to play against, so how can undiscriminated mana denial be considered fun? As having fun is often described as the essence of “Casual Magic the Gathering TM”, I believe, that all mass land destruction effects must be put on the watch list immediately and probably should receive the ban-hammer, ultimately.

Concluding

Banning single combo pieces that annoy people might seem like the obvious choice, I would rather vouch the Commander community to take another approach. Instead of taking that route, we should consider thinking about the stuff that really makes games unfun. While there will always be annoying combos, there might be an underlying cause me might be missing, while we whine about those. I’m not saying that my presented approach is perfect or universal, I’m just pointing out things I dislike about Commander and search for the underlying cause of ruined games. While I don’t like abusive combos, it is mainly the fast mana that enables them to be all prominent and sometimes unstoppable. Also I dislike games that either lock you out of them or leave you with nothing to do, something that always happens when somebody plays a land sweeper. While these problems could also solved by a social contract, I do not fully believe in its functionality as a gentleman’s agreement (and neither, it seems, do the Rules Committee).While I believe that a gentleman’s agreement is a great way to deal with single cases, we have to follow a general set of laws and rules. The same way Wizards tries to make Magic’s rules create a certain experience, the EDH Rules Committee should try to emulate the way most casual people play EDH, by adjusting its rules and ban lists accordingly. In a democratic nation, laws are in general not passed so people follow them, but rather to represent and reflect the societies overall accepted moral standards. This does raise the question: why does the Rules Committee not follow the same principle? And I will tell you why – because it is hard work!

I don’t want to call them lazy or anything, but sometimes in life you have to step up your game. Now as Commander is getting more and more popular every day, it finally might be time to realize that they have a higher responsibility than in the good old days when people were still confused by “this strange Magic variant” all the Judges played in their downtime. But let us not jump to a fast conclusion, as I heard some rumors that they are actually working on some rules adjustments, that are still in testing. My first guess was that these changes, if there were any, would be announced with the release of the new MtG: Commander product from Wizards, this June. But as it seems we have to wait a little longer, if it ever comes.

Find the original post here.

Sunday, October 2, 2011

Matt's Norin the Wary Deck

While I don't like to get too in depth when it comes to Commander, this deck intrigued me, because it attempts to make use of a card I've always like: Norin the Wary.



You can find the video on the deck here.

A few new Magic sites...

In wandering the internet these last few days and weeks, I've stumbled across a number of new Magic sites I'd like to bring into the fold. I've also noticed that Commander is incredably popular, and has a number of sites dedicated solely to Commander play and strategy.

Commander Themed Sites:
The Command Zone: http://thecommandzone.blogspot.com/
The Crazy 99: http://togedher.blogspot.com/
Three to the Face: http://threetotheface.blogspot.com/
Commandercast: http://www.commandercast.com/

Casual Magic:
Casual MTG Creations: http://rlackmtg.blogspot.com/
The Cardboard Witch: http://thecardboardwitch.blogspot.com/
Completely Casual: http://www.cafeschoenleben.de/wordpress/
I Remember Banding: http://irememberbanding.tumblr.com/
Wooberg: http://wooberg.weebly.com/index.html

Competative Magic:
The Starkington Post: http://www.thestarkingtonpost.com/
Channel Fireball: http://www.channelfireball.com/
Gathering Magic: http://www.gatheringmagic.com/
Quiet Speculation: http://www.quietspeculation.com/
The Mana Pool: http://themanapool.com/

Multiplayer Magic:
The Muse Vessel: http://musevessel.wordpress.com/

Just for Fun Magic Site:
MTG Color Pie: http://mtgcolorpie.com/

Expect to see alot more from these sites in the coming months.

Ban Sol Rin in Commander?

From MTGSalvation.

The Math of Banning Sol Ring in Commander

The Math of Banning Sol Ring in Commander