Recently, the Rules Committee for the Magic: The Gathering
format “Commander”, more commonly referred to as “EDH” (Elder Dragon
Highlander) made a controversial change to the rules, one that upset a lot of
the more avid players. This ruling
completely nullified a way in which players could prevent problematic
commanders from going stupid very quickly; at the same time, it made people
wonder where the hell the logic for such a change existed, if it did.
For reference, The Rules Committee is run by the original
creators of the format, non-Wizards of the Coast employees, and the official
page on Wizards’s site states that they make the rules. This means individuals who may decide they
don’t like something one week might ban it, and vice versa, unaware of the
larger implications in individual playgroups.
The ruling affected sending a Commander (or General in EDH)
into the library or hand. These cards
(called “tuck” cards colloquially) are solid answers to Commanders that pose a
very real danger to a board state becoming something other than fair. Many of these Commanders offer a lot early-,
mid-, and late-game, and the longer the more they can be played with little
fuss the more problematic they can become.
First off, though,
we need to look at the rules of Commander.
Commander is a singleton format, with a 99-card deck and one
card called the Commander. In the
format, the Commander’s color identity (this is, mana symbols in the casting
cost, mana symbols in the cost of activated abilities, and mana symbols in activated
or triggered abilities) determine the cards that can be played in the deck. For example, if you have Rafiq of the Many as
your Commander, you may only run lands that provide Green, White, or Blue
mana. Artifacts and permanents you
control must cost either colorless mana to play or only those three colors, and
effects they generate muct require only those colors or colorless mana. Spells you play can only have those colors as
well, and things such as “Kicker” must follow the same rules. You can only spend your mana on those colors
unless a card effect states otherwise.
Aside from basic lands, you may only have one of any other
card in the deck. In theory this tends
to whittle down on the consistency that a deck has. Under normal circumstances, a Magic deck will
consist of sixty cards with a fifteen card sideboard, of which aside from basic
lands you can’t have more than four of each card between the two “decks”. Because you have exactly 99 cards in your
library and can have only one of each card available, this cuts down on the
deck’s ability to be consistent without outside help. There’s loopholes to this rule, such as if a
card states you can have “any number” in the deck you can run up to 99 of them
in the deck, but it’s pretty much a hard-and-fast rule. Alongside this, the format has a banned list
which represents cards considered too powerful, and thus unplayable in the
format.
The format adds a new “zone” to the game, known as the
“Commander Zone”. This is where your
Commander sits when he isn’t in play, in your library, or in your hand. You play your Commander from this zone as if
it was in your hand. Each time that your
Commander is killed or exiled, you have the option to immediately put him in
the Command Zone as a replacement effect.
However, each time you do this, the Commander costs 2 more colorless
mana to play.
Overall, the format is the most fun you can play (in my
honest opinion), mixing the longevity of the eternal formats with the
shenanigans available in the standard and modern formats. It makes for interesting interactions, and as
it was created to be a multiplayer format, it really pushes diplomacy over
brute force. There’s variants of the
basic Commander format (such as “French” or “Duel”, “Pauper”, and a new variant
referred to as “Tiny Leaders”), but overall they follow the same general
outline.
Now in general, there are loopholes to the rules, just as
there are in the other formats. But
these loopholes have larger consequences, especially when concerning
Commanders. To give you an idea, my
previous decks involved Commanders such as Glissa, the Traitor; The Mimeoplasm;
Karador, Ghost Chieftain; and Brago, King Eternal. Brago and Karador lent themselves to
combo-tastic shenanigans that I freely admit required little to no interaction
on the parts of my opponents, and while I enjoyed them I took them apart
because they really pushed the limits on the fun of the format in the
playgroup. However, not everyone is
going to view the format as something other than serious, and I certainly have
my competitive decks. My Commanders tend
to be competitive, especially my Erebos deck, which is my longest-standing deck
right now (given, it began as Drana, but it changed into the monstrosity it is
today).
So what changed?
Previously, there was only one real way to handle commanders
in any way that was considered remotely permanent, and that was by using the
tactic called “tucking”. To put it in laymen’s terms, “tucking” is the act of
using a card whose main objective is to put a permanent into a library, and
normally they had a downside because of how strong the tactic was: Oblation
allowed the player who owned the permanent to draw two cards, Chaos Warp
allowed them to reveal the top card of their library and place it into play if
it was a permanent, and so on, and so on.
The change that occurred was that “tucking” the commander,
placing it anywhere in the library or into the hand, was changed so the
commander could be placed back in the command zone, much like if it was sent to
the graveyard or exiled. This
replacement effect essentially negated a large way to interact with problematic
commanders, such as Derevi and Skithryx.
Using it on a commander, in most cases, will result in the commander
returning to the command zone. The
caveat is that even if this happens, any other effects of the card still
happen, because it still successfully resolved.
This means the negative interaction still ends in a win-win for your
opponent, because that nearly permanent solution no longer applies.
Previously, white had the strongest amount of tuck effects,
with blue coming up next, followed by red.
Red got a boon in the form of Chaos Warp, which many people felt was too powerful given its drawback normally
hit a land. This was an important card—a
staple, in fact, in any deck running red.
Red is considered the weakest color in the entire format by far for many
reasons: starting with a higher life total makes red’s cheap direct damage
spells weak, and the format is slow enough to allow creatures with high
toughness playable, even if under normal circumstances (read: modern and
standard formats) they wouldn’t be viable.
Green is similarly placed as a weak standalone color, however it makes
up for lack of control by posing a lot of questions (playing large creatures
faster than other decks under normal
circumstances). Generally, green has
a lot of creatures that are hard to get rid of (green makes use of a lot of creatures with shroud or
hexproof, requiring board wipes to deal with more potent threats. Or more frightening in nature is that
creatures like Vorinclex and Omnath allow for large beaters that simultaneously
control the board, and also giving you access to large amounts of mana. Green also has a wide variety of cards that
can tutor up creatures and put them directly onto the battlefield, which can
cause havoc if the spell itself isn’t stopped in some way. Green’s main control is via destroying
non-creature permanents, which it can excel at.
Black’s variant of tuck is to either kill the creature, or to kill the
player.
So that leaves us with white and blue. Blue isn’t necessarily affected by the
change, since it does a lot of countering.
White, however, took the brunt of this decision, and it sucks for the
color because a lot of its control tends to revolve around tucking or
exiling. In fact, many of white’s exile
effects (such as Oblivion Ring and Journey to Nowhere) are essentially a free
trip to the command zone, unless they have a way to handle the enchantment/spell/creature. With such exile effects having returns that
can make a commander more expensive, in general people played these cards to
handle other threats as well.
That’s not to say that the tuck cards are now bad in the format, it just removes a lot
of their power for dubious reasons, at best.
Cards like Terminus are still highly effective for removing board states
revolving around overextension, and sending multiple commanders to the command
zone is certainly a big boon; however, in a situation where only one commander
is on the board and/or opponents aren’t overextending, its power wanes
significantly.
But we’re here to discuss the reasoning behind the decision,
so let’s get into it, shall we? And keep
in mind, this is going to come directly from the original EDH/Commander page.
1.
We want to engender as positive an experience as
we can for players. Nothing runs the
feel-bads worse than having your commander unavailable to you the whole game.
The format itself is supposed to be open and
interesting. Like the legacy and vintage
formats, very few things are actually prevented from being used, and because of
this is has made the Commander scene rather vibrant. New cards routinely come out to make new
commanders viable: it wasn’t long ago that mono-black was nearly unheard of, but
the addition of Skithryx, Drana, Sheoldred and Erebos made the color
valid. Black had a lot of power, but it
had little interaction with combos, especially those that involved artifacts
and enchantments: it had to go outside the color for this to happen, usually in
the form of artifacts and artifact creatures.
Additional spells like Sadistic Sacrament made black a powerhouse, and
in many instances black has the capability to ramp mana as fast—if not faster in many cases—as green can.
Before I enter into my second point, however, I need to mention the second “reason” they give for the rule change.
Before I enter into my second point, however, I need to mention the second “reason” they give for the rule change.
2.
The presence of tuck encourages people to play
more tutors so that in case their commander gets sent to the library, they can
get it back—exactly the opposite of what we want (namely, discouraging the
over-representation of tutors).
Black has always had an overabundance of universal tutoring,
from Vampiric Tutor to Diabolic Revelations.
Black’s ability to mana ramp has allowed various power changes in the tutors
over the years, and while in Standard and Modern such cards might not be run, a
format in which Cabal Coffers can be copied by no less than two other lands and
several black and artifact mana expounders being present, these tutors are only
seeing more play. Anecdotally, I have had 23 mana on turn 6,
which is a severe outlier for the deck itself, and many times I find myself not
getting close to that amount. Black is
never going to give up many of the cost-efficient tutors, ever. Tuck made it so that a tutor was required to
search up the commander if it was so integral, rather than looking for a win
condition, unless said win condition ended the game then and there. If anything, tuck allowed for a bit more in terms
of control with regards to any black
deck. With commanders such as Skithryx
and Erebos being present, removing such blatant threats and forcing them to
spend mana and a card to get them back meant that players might be safe for at
least one more turn.
Green was probably second in being better off, in that the
more cost-effective tutors put the card in the hand, and green’s tutors
specifically target creatures. This made
it possible to have cheaper tutors for the same objective—namely, finding a tucked
commander—because of the restrictions, which black had nothing of. More to the point, many of green’s creature
tutors had the ability to place the creature from the library directly into
play, meaning they had more versatility: what’s more, some of those cheats are
at instant speed, so there’s even less time to interact with them! So green’s not lacking in its ability to
recover a tucked commander.
Blue? Blue has oodles
of card draw, which restricts how much time the commander may be in the
deck. Cards like Blue Sun’s Zenith are
even instant speed, so you don’t really lose out on much. Sure, of the five colors blue tends to be
more combo-centric, but they have ways to control the board state until they
can recover. So, while blue might lack
tutors, the card draw can and often does make up for this shortcoming.
White? While lacking
tutors and card draw, white had control to maintain a very powerful board
state. Some commanders even fall into
the artifact category, so they have some
tutors to get them but not many. What’s
really powerful is enchantment searching in white, but there are very few
commanders in mono-white that are enchantments: Heliod is the only one I can
think of off the top of my head, currently.
White also has some card draw,
generally with a drawback (the addition of Armistice certainly helps mono-white
players). Their main defence was and is
to send things back into the deck, or exile them, so white can maintain a very
powerful presence while waiting to find their commander again.
In truth, the weakest has always been red, but that is
because on the whole, red is the weakest standalone color in the format. Usually, red’s very cost efficient burn
spells will wreak havoc throughout the game.
But in other formats, the starting life total is 20, and so a 3-point
Lightning Bolt will be felt all the time, unless their opponent has gained an
insurmountable amount of life. Because
EDH begins at 40 life, that Lightning Bolt loses a lot of potency, and with
only one copy in the deck, it’s not like you can back-to-back chain those burn
spells for a huge advantage. Commander
is also intended to be a multiplayer format, thus reducing the effectiveness
further, and really putting them to creature removal spells. Red, however, has a solid tutor in the form
of Gamble: tutor up your commander, but discard a card. Oh well if it’s your commander, you can play
him next turn—or this turn if you have the mana. Chaos Warp provided a lot of power for red,
and yes, it became a staple in any deck that splashed it, much like Oblation
was.
So was tuck increasing the amount of tutors being run? In general, no. Green and black ran them because of their
strength, and the other colors ran them for utility.
3.
While we are keenly aware that tuck is a great
weapon against problematic commanders, the tools to do so are available only in
blue and white, potentially forcing players into feeling like they need to play
those colors in order to survive. We prefer
as diverse a field as possible.
In a debate, this would be referred to as a “slippery slope”
argument, among other things. It is
taking one thing, and making a judgment without reason because the cause is
true. In this case, the Rules Committee
assumes that because tuck is admittedly a strong mechanic, more and more
players would feel forced into blue or white to deal with commanders that are
problematic.
The problem with this is that there is no proof that it is
the case, and that there are a lot of
powerful commanders outside those colors being run in a competitive sense:
Omnath, Locus of Mana, Drana, Kalastria Bloodchief, Erebos, Ulasht, and a
multitude of others outside those colors see a lot of play because of their
strength. There is no proof that people
feel forced to run blue or white because of tuck being so strong.
Skithryx, Derevi, Shaarum….there are a lot of commanders out there requiring a more permanent answer before they become a problem. Simply sending them to the Command Zone is not going to work to stop them: it becomes more and more useless as time goes on, especially with Derevi. Commander is a multiplayer format, is it not? That’s what the Rules Committee has said previously. So there will usually be a blue or white player sitting at the table to deal with that problematic commander while the rest of the table plays around. The format is supposed to develop more diplomacy than anything, so why is the rules committee making decisions that affect the power of diplomacy in the format based on weak analytical reasoning? Blue and white have routinely been the most diplomatic of the colors—until, that is, it’s time for them to win. You can always expect decks to do what’s best for them first, and blue and white have always been more diplomatic than the other colors. In the case of white, you’ve told them to run more boardwipes, and for blue to run more bounce. In either case it’s going to piss off the players, isn’t it?
Or better yet, white will now run Armageddon effects more and more, to make sure those problematic commanders are dealt with in a more permanent fashion. How long until we see Armageddon banned because of “how powerful” it is? And will the reasoning above be used as justification for that ban as well?
Skithryx, Derevi, Shaarum….there are a lot of commanders out there requiring a more permanent answer before they become a problem. Simply sending them to the Command Zone is not going to work to stop them: it becomes more and more useless as time goes on, especially with Derevi. Commander is a multiplayer format, is it not? That’s what the Rules Committee has said previously. So there will usually be a blue or white player sitting at the table to deal with that problematic commander while the rest of the table plays around. The format is supposed to develop more diplomacy than anything, so why is the rules committee making decisions that affect the power of diplomacy in the format based on weak analytical reasoning? Blue and white have routinely been the most diplomatic of the colors—until, that is, it’s time for them to win. You can always expect decks to do what’s best for them first, and blue and white have always been more diplomatic than the other colors. In the case of white, you’ve told them to run more boardwipes, and for blue to run more bounce. In either case it’s going to piss off the players, isn’t it?
Or better yet, white will now run Armageddon effects more and more, to make sure those problematic commanders are dealt with in a more permanent fashion. How long until we see Armageddon banned because of “how powerful” it is? And will the reasoning above be used as justification for that ban as well?
MMOs routinely understand that power creep is an issue. That’s why they look to balance rather
than remove. You can
always make a justification that the new flavor of the month is too strong and
demand it be nerfed. That just makes
something else too powerful by comparison, and overall it will lead to constant
complaining until everyone can only play with sticks, or in this case basic
lands.
Commander has been a healthy format with the tuck rules for
years. Only now it is being seen as
unhealthy? That brings to question if
it’s the effects, or the new legendary creatures in those colors that are the
problem.
4.
It clears up some corner case awkwardness,
mostly dealing with knowing the commander’s location in the library (since
highly unlikely to actually end up there).
This is the oddest one of the lot. They use the fact that Fate Reforged brought
about the Manifest mechanic, and if your commander is manifested, even
face-down attacks by the commander still count as commander damage. The only corner case I can recall was with
Praetor’s Grasp, in which if you pulled the commander with it, you had to
reveal it to your opponent despite it being exiled face-down (because they had
the “right” to send it to the command zone).
I can understand, for a bit, the issues that would come from
manifest. After all, if you were
attacking, you had to let them know commander damage was incoming, and they had
the right to block it. But if it’s such
open knowledge, than the commander being manifested doesn’t really create much of
a corner case in the classical sense: you still know which one to block, though
it tells people what creature not to waste a kill spell on.
Sheldon Menery goes on to claim in an article on Starcity
Games that this affects very few commonly-played cards, and that overall it
shouldn’t have a deleterious effect on the format. So, if the numbers are truly so few—or rather
if this fact needed to be mentioned at all—why did it need to be changed? This isn’t a case of a format being dominated
by one or two colors, or one or two commanders.
Almost every color combination has a solid, healthy representation via a
number of viable commanders—mono-red being the sole exception as it is very
weak overall. There are other cards and
rules that have been a source of contention for years, and the Rules Committee
has either ignored them or given similarly bad excuses as to why they haven’t
modified anything. Examples include:
-
Several years ago, the Rules Committee said they
would be looking into “split mana” cards, and if the color identity issue
should be modified to allow them to be played in decks running only one of the
colors (for example, Shattering Blow could be run in either red or white). Some
players said this would break the color pie, others said it was necessary to
bring colors up to snuff. The Rules
Committee said they’d be looking into this, but to date has not made a ruling
one way or the other.
-
Players have begged
for years for Infect and Poison Counters to be increased in Commander, because
it was felt 10 Poison was too few in the format. Defenders of the current rules point out that
they card pool for Infect is pretty subpar: there’s only one commander for a
true Infect deck, and beyond that not many cards that are very powerful for it. The Rules Committee stated they wouldn’t change
this rule for a variety of reasons: they didn’t want to change the base rules
(despite the format beginning at 40 life), the further we move from seeing a
new Infect card, the better they feel about the decision, and that Commander is
a multiplayer format, and infect tends to be bad in it. Which leads to the obvious question of, “If
it’s a multiplayer format and there are so few cards and you’re unwilling to
change the rules, why are you banning a mechanic and using those reasons to do
so?”
So what is the general
conclusion?
It is quite hard to say whether the entire playerbase
actively agrees or disagrees with the changes.
You have several camps, ranging from the “Fuck yeah, this decision rocks
and it’s about time!” camp to the “What in the fuck are you idiots smoking?”
camp, and everything in between. I
generally fall into the “WTF” camp, I’ll admit.
I don’t agree with this rule, I think the excuses for changing it are
spurious at best, and overall I feel like there were other rules they should
have been looking at because they are more important than this.
More importantly, potentially problematic commanders just became even harder to deal with in any form of permanency. Who became even worse? Let’s list them!
- Derevi, Empyrial Tactician
More importantly, potentially problematic commanders just became even harder to deal with in any form of permanency. Who became even worse? Let’s list them!
- Derevi, Empyrial Tactician
-
Skullbriar, the Walking Grave
-
Shaarum, the Hegemon
-
Any God card
-
Brago, King Eternal
Let’s just say it: any commander who had a negative effect
when put in the library or hand is no longer weakened. Skullbriar, especially, has become stronger,
so expect more decks with him as the commander showing up. Derevi completely nullifies two rules, one of
which is specific to Commander itself.
The God cards are indestructible, and sometimes not even creatures, thus
making them that much harder to deal with.
Combo decks are now able to worry less about losing a combo
piece so easily many times.
Heavy agro decks have lost a substantial weakness, since now
the commander—many times the win condition in and of itself—can’t be tucked.
Control and tempo are slowly being weakened in this format,
which is sad because of how healthy it was.
In time, people will grow annoyed, and I can see the prevalence of land
destruction decks showing up. Boros
Charm on Isochron Scepter, and get ready to start the board wipes with Kamahl,
Fist of Krosa and Day of Judgement, or just simple Armageddon. As something becomes more prevalent, we risk
the likelihood it will be banned because people are tired of playing against
it.
And then it truly will be, “You can only play Grizzly Bears
as your commander and 99 Forests” in the interest of being “fair”.
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