That said, Sheldon and I are on nearly polar opposites regarding how a game of Commander should be run.
Sheldon is very much focused on the "fun" of the group. He encourages allowing players to play their spells, resolve their creatures, and not mess with others in a way which would preclude them from playing their decks the way that they want to. Now, in the abstract, this seems rather reasonable. However, though I have nothing against Sheldon himself, I think the idea doesn't actually conserve fun for all players.
The hidden goal of Menery-style Commander games. |
- Playing your cards until you win.
- Playing cards that prevent your opponent from winning, buying you time to win.
- Playing cards that prevent your opponent's cards from preventing you from winning.
Of course, this is all a bit exaggerated. Sheldon himself in his most recent StarCityGames article mentions that cards that destroy or punish nonbasic lands are necessary protection, so clearly interaction isn't completely discouraged. I'm sure there are a good number of other interaction cards he encourages using or plays himself - such as Draining Whelk, which he mentioned in another anecdote from his recent article. Specifically, he had Twincasted an entwined Tooth and Nail, and opted not to put onto the battlefield a Draining Whelk with the audience being relatively split on whether or not to do it. The Draining Whelk, of course, would have countered the Tooth and Nail he had "stolen" and become massive, and prevented his opponent from getting some potentially game winning cards. Why would he not do that? There are many two card combos that would have taken control of the game for that player - Mephidross Vampire and Triskelion, Kiki-Jiki and Pestermite, Realm Razer and Avenger of Zendikar (a personal favorite), etc. However, this is where the distinction in playstyles becomes very apparent - my guess is that Sheldon had assumed the player wasn't going to search for a backbreaking combo. Sheldon sits down and assumes everyone else plays like he does, which is perfectly fine if that's truly how your playgroup is. But that's not how every playgroup is!
Dream wrecking since 1994. |
Yes, games can end quickly and brutally. Yes, creatures don't last long on the board. Sometimes you get hit with a Sundering Titan and it hurts. Sometimes you are playing Sedris, the Traitor King and someone started with a Leyline of the Void. But you don't whine and complain - you answer it! And if you can't, you might lose this game and then fix the deck so you can! It's Magic. That's how it works. That's how you do it in Standard, Extended, Modern, Overextended, Pauper, Legacy, Vintage, and Limited, and that's how we do it here.
What benefit is there to forcing players to adapt to a metagame rather than pandering to bad plays? When you Twincast a Tooth and Nail, you get the Draining Whelk almost every time. The plays are huge and game winning, and the stories are just as good as any other Commander game. But often the games take less time - so you can shuffle up and play again. I'd rather play four games of Magic in 4 hours than one. We play Competitive-Casual - our games are competitive, and we are trying to win at all times. But we're still having fun doing it. To our playgroup, it is fun to try to make the most powerful plays. I know not all groups are like this, and everyone still has their own preferences - I personally dislike Bitter Ordeal wins with Sharuum and would try to do crazier things if I had the deck. But we don't complain when someone combo kills, because winning and losing are both part of the Magic. We love to win, and losing sometimes makes the wins feel that much better. We still Embrace the Chaos, but we also Embrace the Game.
I hope this has provided some insight into how playgroups like mine operate. Please use the comments below with any questions or criticism. The worst that could happen is that I would have more material to use for a future post!
Until next time,
Day 2 Dan
"That's how it works. That's how you do it in Standard, Extended, Modern, Overextended, Pauper, Legacy, Vintage, and Limited, and that's how we do it here."
ReplyDeleteAlso happens exactly that way in byob. Only not, because Lor-Mor-Fut is in every t4 ever and it isn't even a combination you can use. I guess in byob you just cheat instead of adapt so that you can win.
Man, I hope no one ever starts with a Leyline Of The Void in play when I play MY Sedris deck...
ReplyDeleteI definitely like you arguments here, Dan. I have grown a lot in my Commander play style and have realized that you just have be prepared to deal with shit you don't like. Even if someone is playing a deck you don't agree with, and their play style is something you would never touch, it's all just a game. And there will be other games after this one is over. So just shuffle up and move on.
The beauty of the format is that you CAN build you deck how ever you want to play it.
Solid article. Couldn't agree more!
ReplyDelete