Thanks to our friends from Wizards of the Coast for these free previews from #CMRLegends.
You can chat about them with the good folks on the Commander RC Discord server, in the #official-previews channel.






Thanks to our friends from Wizards of the Coast for these free previews from #CMRLegends.
You can chat about them with the good folks on the Commander RC Discord server, in the #official-previews channel.
We’re not going to bury the lede here. We’re not banning the cards from Secret Lair: The Walking Dead. We understand that this won’t sit well with some folks; we have spent a lot of the last few days listening to a wide variety of opinions, and we want to thank everyone for taking the time to share their thoughts. It was, at times, quite overwhelming. It’s clear that this is an issue that many people are passionate about.
Our decision doesn’t reflect an endorsement of these cards, but what we believe is best for Commander in the long run. If you’d like to understand how we arrived at this decision, we encourage you to read on.
We identified three major concerns during the course of these discussions, and we’ll address each and how they relate to Commander below. They are:
There’s no support in the Commander Philosophy Document for banning these cards. They certainly present no mechanical difficulties, and taken simply as cards, don’t come close to fitting any criteria we have for banning. However, as we are always seeking to improve the document, we discussed whether banning these cards could fit under new philosophical criteria and whether using the banlist in this way was appropriate.
CARD AVAILABILITY
A concern of many players is that these cards would not be widely available, and for some countries, only available through third-party sellers. They worry that this model will be repeated in the future. We’ve heard you loud and clear on this issue. Because the cards are mechanically unique, this is the major problem most folks have. We wish that all of our friends around the globe had access to these cards. However, the RC of its own accord can’t solve that problem. What we can do—what we already have done—is add our voice to yours. Since this issue broke, we’ve been in contact with well-placed people at Wizards of the Coast to make sure that they understand your displeasure and where it comes from, as well as urging that they work towards a solution.
While we understand why people are concerned about such limited availability, we don’t believe that the problem applies to Commander in the same way it does to tournament formats. Successful tournament formats require generally equal and complete access to cards. But, one of the themes that we’ve reiterated since the earliest days of the format is that you don’t need access to every card in order to have fun playing Commander. The focus of Commander being on non-tournament play, plus the enormous cardpool available where almost everything goes, means that unique cards floating around don’t present the same kind of problem. The stakes in a Commander game is the fun of the participants, and that doesn’t require all the cards.
A problem we see with adopting a ban philosophy based on card availability is explaining it down the road. If, a year from now, someone stumbles across a copy of one of these cards, tries to use it and discovers that it is banned in Commander, they will ask why. And the explanation is unsatisfactory: people didn’t like how they were allocated. This does not make a lot of sense to the person who is holding the card, and who doesn’t own many other cards that may be out of reach for them. We want people to be able to play the cards they own, and only resort to bans when it’s problematic for the health of the format, not the wider ecosystem.
These cards are in no way a threat to the health of Commander. In fact, we see it just the opposite. We’re the only format that could bear the weight of this kind of experimentation. This is the format in which Crab Tribal is just as valid as Blood Pod. Adding a few quirky cards that aren’t ubiquitously available doesn’t threaten that.
One of the calls from the community was that we should ban these cards to “send a signal” to Wizards of the Coast for a “blatantly commercial act”. First of all, we don’t think it’s appropriate to tell them how to run their business; that’s way outside the scope of our charter. Second, the banned list isn’t the appropriate vehicle to voice our displeasure over something, nor is using it as punishment. The banned list is an abstract construct to corporate decision-makers. The right path to walk is the one we’ve gone down: real change happens from having real conversations with real people, which we have been doing since the news broke. Finally, attempting to send such a signal would be doomed to failure. It will not have the effect that people hope. The primary goal of these cards is almost certainly new-player acquisition. Wizards hopes to lure some Walking Dead fans into Magic and any interest from Commander players is just a small bonus. Banning the cards until functional reprints are available doesn’t do much either.
NON-MAGIC IP
Some folks simply don’t like the idea of The Walking Dead crossing over into Magic, a modern IP breaking an immersion barrier. We understand that feeling (none of us care at all about The Walking Dead), but also realize that almost everyone has some universe for which they’ve dreamed of having Magic cards. We don’t think it’s productive to try to gatekeep that. If you dislike it, we support you not playing with the cards. Introduction of a different IP opens Commander to audiences who might not have ever heard of Magic or the format; we welcome the new friends we haven’t yet met.
NEGAN
We’ve also heard some displeasure over the Negan character being on a card, given his (fictional) history of terrible actions. We are sympathetic to this, and did give some consideration to banning just that card. We chose not to because Negan is a villain, plain and simple. There’s no implied endorsement, sanitation or glorification of his actions. In that, he’s no different than other villains already in the Magic universe, even though as portrayed by an actor it seems closer to “real world” discomfort. No one is suggesting that by putting him on a card he should be idealized, any more so than Nicol Bolas or Yawgmoth. We will use this as an opportunity to remind each other to respect other players’ boundaries. Being empathic and accommodating is vital for a healthy gaming community; being considerate of other players makes us all better.
IN CONCLUSION
The community outcry over these cards did not go unheard. We used our relationship with people inside Wizards of the Coast to have an honest conversation about how and why so many of you felt betrayed by this process. One of the outcomes of that conversation is that they were supportive of whatever decision we made. We believe that conversation has had influence and they clearly understand the concerns. Thank you to everyone who has weighed in with their thoughts. We tried very hard to keep up with all of them, even as the Discord became overwhelming.
It has been a quiet quarter for Commander, and we are going to keep it that way. We don’t have any changes to the Rules or Banned list this time around. We will continue to monitor the format, player experience, and so forth.
As always, we’re interested in your feedback. You can pop around to the free RC Discord server and be pretty likely to run into an RC or CAG member in a chat (or four).
We are making one small change regarding our announcements. This is the last quarter in which our regular announcements will take place on the Monday after a new expansion’s prerelease weekend. Starting in January 2021, quarterly Commander announcements will happen the Monday before a new expansion’s prerelease weekend. The reasons are two-fold:
The Rules Committee, some of the Commander Advisory group, and a few “friends of the format” have been playing a format variant for the last 4 month. Dubbed the “EDH Boxing League,” it has proven itself to be a very different, fun way to play Commander.
The short version is:
There’s a full write up of the rules here. There’s also a dedicated channel for it on the Discord server.
If you’d like to see the format in action, join us on the RC Twitch channel (http://twitch.com/CommanderRC) on Thursdays at 8PM EDT and Sundays at 2PM EDT.
2020 has been a challenging year for everyone. Our hope is that Commander has provided some small sense of relief from the crazy over the last 6 months. See you again in January!
From the inception of the Commander rules website until about 2011, there was a section for “optional rules” which the RC felt were interesting to some, but didn’t have enough common appeal. One rule which I was always a fond of was the use of sideboards for more high-powered games.
There wasn’t much in the vein of cEDH back then; a few groups in Ottawa and Paris played cutthroat games; but there were plenty people at the next tier down and I always felt that the use of sideboards (even in one-game “matches”) made those games much more interesting. If the other players all agree (in advance), playing with sideboards is viable variation of the core rules.
There’s nothing wrong with a Fencing match, but there’s no room for a broadsword.
To explain why, we need to dig into the RC’s stance on “answers” in Commander decks. Specifically, what do we consider reasonable expectations on a deck builder?
Yes. Obviously.
Interactivity is fundamental to any interesting Commander game. Even if your deck’s plan is an all-out blitz, you’re still looking to thwart your opponents’ plans by taking away their time. Most of the time, interactivity comes from cards which answer or preempt an opponent’s threats… removal, hand disruption, counterspells are obvious. Bigger creatures block attackers, flying creatures obviate a control deck’s blockers. The cycle goes on, but it is the interactions between our cards and our opponent’s game state which make Magic interesting.
That’s to to say that answers have to be singular in focus. Much of the interactivity in EDH games comes from cards which answer a threat and leave some resource behind: Stomping Indrik or Flame-tongue Kavu or Contagion Engine. That’s because longer games are more likely to resolve through attrition, and answers which trade 1-for-1 are inherently dangerous in a multiplayer environment. The term “Coup fourré” refers to an answer which immediately presents a threat… arguably the best kind of answer.
The downside to flexible answers is that they’re costed appropriately… the aforementioned “killer Kavu” is 4 mana, where Flame Slash costs 1. Creature-based answers are always sorcery speed… and as decks get more faster, the window to answer threats gets smaller. Draining Whelk is great in a 10-turn slugfest, and unplayable if someone is going to combo off by turn 6-8.
In higher powered, faster, games your answers must be more (mana) efficient… but those answers do nothing else.
In higher powered games, answers must be more (mana) efficient but efficient answers usually don’t advance your plan. They don’t enrich the ensuing game state as much as an expensive answer would (albeit, they enrich the ensuing game state more than an ineffective answer which doesn’t stop the game from ending). They’re a necessary evil sometimes; moreso as the power level rises.
The second problem with “answer” cards is that you have to draw them in time… “There are no wrong threats” and all that. With a 100 card singleton deck, the frequency with which you[1] draw any particular answer is low, which means that you need to put several in your deck to reliably have one when a threat arises. (I’m discounting the efficacy of answers against specific threats, and starting with the simple model of “every answer completely negates a particular threat”… later we’ll talk about different types of answers for different types of threats).
Counterplay is the idea that you can increase your chances to win by foiling an opponents’ plans, as well as advancing your own, and the interesting decisions which arise from balancing the two.
Unfortunately, putting too many answers in a deck is usually a bad thing, from both strategic and entertainment perspectives. Too many efficient answers and you’re not DOING anything to advance your position… too many expensive answers and you’re probably not doing anything at all.
So, how many answers fit in that goldilocks zone? It depends on how likely the threat is to occur. If you’re going to face a particular danger multiple times every game (say, a big creatures) then you want to have answers consistently… 10-20 creatures of your own, or targeted removal, etc. “Wide” creature strategies are also pretty common, so board wipes are popular… but you don’t need to have them nearly so often. 5-10 ways to deter a creature swarm: a mix of resilient blockers, sweepers, or a good crackback threat can be enough.
There are other types of cards which can threaten to take over the game along other “axes”… graveyard recursion, enchantments (From Omnipotence to Vicious Shadows), Artifacts, strategies which don’t win by attacking, etc. Perhaps the most prevalent is Land Ramp[2]… but that’s a topic for another day.
These “off-axis” threats require more specific answers… counterspells to stop infinite mana, disenchants to get rid of non-creature stax pieces. Stopping reanimator requires Bojuka Bog or Faerie Macabre, and indestructible or hexproof creatures can’t be answered by every removal spell.
Fortunately, those threats are less common… so in most Commander games we can:
#1 is sometimes viable, but you shouldn’t be salty when you let an opponent go unchecked (and most of us don’t like flipping coins so you’ll need to find other opportunities for skill play if counterplay isn’t your thing).
But what happens when resilient or niche threats show up regularly and repeatedly in the early game? That’s what we’re talking about when we say “high powered environment.”
The risk (as the RC sees it) with cut-throat EDH is that, to be reliably interactive in an environment with regular, early-game, game-ending threats a deck needs to contain a very large “critical mass” of narrow and efficient answers. To make sure you’ve got lands and at least one of the “right answers” before turn 3-4, a deck needs to play 40+ narrow answers, leaving very little room for cards which advance the game and do proactive, opportunity-for-interaction things. Instead, these decks play a small set of highly reliable, hard-to-interact with threats which take up fewer slots.
The risk with cut-throat EDH is that, to be interactive in an environment with regular, early, game-ending threats a deck needs to contain a “critical mass” of narrow answers.
Moreover, because of the math of drawing a small hand from a large deck, the number of answers that must be in the deck to reliably draw at least one means that you’ll usually draw more than one.
The result is games are a tight-knit “fencing” match of counterplay, seeing who can thread the needle of opposing answers to land a threat. This contrasts with the “broadsword” or “claymore” style of swordplay that most people look for in Commander game. There’s nothing intrinsically wrong with a “fencing matches”… they’re elegant and skill testing in the extreme. Leaning on the metaphor a bit, they’re harder for the audience to understand though and there isn’t as much room for creative expression as there is in a high-variance format[3].
The RC generally feels that creatures are central enough to Commander that players can be expected to play a reasonable number of answers to “normal” creatures… but must-answer enchantments and artifacts, indestructible creatures, and graveyard strategies are less frequent. Expecting players to pack 5-10 answers to every threat type is undesirable.
Hopefully, it’s obvious by this point why sideboards could make the game more interesting. By allowing game-time flexibility in deck composition, high-powered players can cut irrelevant answers and play more proactive cards[4]. The questions which arise are:
1) What’s the downside?
Regular readers[5] know that I believe every variant has a downside to go with its upside, and sideboards are no exception. The most important one is sideboards let people play cards with large caveats while often avoiding them. As long as everyone has the same opportunity that’s (probably) ok… but sideboards only work if everyone has a sideboard.
Another downside to sideboarding is that the narrow “silver bullets” which become playable are often feel-bad cards. Chill, Choke, and even Leyline of the Void can be groan-inducing when they land well… and that’s why Sideboards aren’t part of the core Commander rules. The RC doesn’t think that they enhance most playgroup’s fun quotient.
2) How would sideboards work in single-game matches?
TL;DR – sideboard after revealing all commanders.
To make a sideboard useful (see question 4), you need to know something about your opponent’s deck. I messed with the idea of allowing mid-game sideboards, but the games which need more answer specificity need it sooner not later. Fortunately, the pregame procedure for Commander has a perfect opportunity… an opponent’s commander tells us a lot about their deck (especially in focused metagames with Tiered commanders). If we know someone is playing a graveyard deck, pulling in even 2-3 silver bullets substantially decreases the chances anyone goes off with Hermit Druid on turn
3) How big should sideboards be in Commander?
Back in the days where sideboards were listed on the website, sideboards were 10 cards… I don’t actually remember where that number came from. For simplicity’s and consistency’s sake though, 15 cards is the right number. If you’re playing a game where silver bullets are allowed and needed, that gives you 3-5 cards in each of 3-5 categories, which (assuming you have 3 opponents and a few maindeck answers each) increases the chances of someone having an answer in the opening turns to a reasonable 80%+ range.
Unlike other formats , you still have to sideboard out one card for each card you bring in. Commander has a maximum deck size as well as a minimum.
4) If I’ve got a sideboard, do wishes work?
Wishes (cards which bring other cards into the game from outside) are an interesting piece of templating technology which first arose in Odyssey block… and with the rising popularity of 1-game matches for Standard (thank to Arena) they’re seeing a surge of popularity in newer sets. Unfortunately, they come with all the same caveats that sideboards do… they drastically lower the cost for feel-bad silver bullets. That’s part of why the RC doesn’t want to see wishes in Commander, and it raises the question of whether Wishboards should be a thing in games with sideboards.
Given the time restrictions on competitive games, my inclination is that wishes are probably too slow… but I’ve leery of how burning wish was so powerful in Vintage, usually fetching Yawgmoth’s Will to end the game. Wishes, like Tutors, get around the singleton nature of Commander… and tutors factor quite heavily into cEDH games. Wishes are generally more expensive than the (best) tutors. I would probably not allow opponents to play with wishes even if we were sideboarding, but YMMV and I’m really not knowledgeable enough to decide without more testing.
5) Can we use sideboards for casual/mid-power games?
[Keeping in mind that this is still a variant, and requires permission from every opponent before it applies]
Contrary to everything I’ve said above, yes you can… but everyone (starting with you) needs to obey the same kind of social contract which makes Commander work in the first place. Use your sideboard to make the game more interesting for everyone… and that means starting with a conversation about what they find intersting. Include answers which slow your opponents down, but don’t shut them out.
Better yet, bring in answers which capitalize on opponent’s predictability, and use them to do interesting things. If you tell them you’re doing so, it will have the collateral benefit of encouraging them to be less predictable!
[1] Granted, one of the advantages of a multiplayer is that you can be saved by other players in a sort of diplomacy/prisoner’s dilemma way. Unfortunately, it’s a tragedy of the uncommons… the person who spends a resource to stop a threat rarely comes out ahead of the other opponents who didn’t. (Again, that’s why Draining Whelk and the like are popular, because answers which put you ahead avoid this trap). Worse, the multiplayer nature can also become a race to the bottom… relying on other players to break up combos or Path to Exile an early monster means you can put more threats in your own deck.
[2] Unfortunately, there really aren’t a lot of good answers to land ramp, short of Armageddon effects which reset everyone back to square zero and make the ensuing game much less interactive. There are a few, but it’s one of the things we hope to see more of from future magic sets.
[3] As it turns out, real broadsword fighting between experts actually involves a lot of counterplay and is extremely skill-testing. The difference is that broadsword matches between casual competitors is at least interesting… fencing between amateurs is boring for everyone.
[4] They can also play more relevant answers… again, there’s nothing wrong with playing control decks if that’s what everyone wants. But at least there’s more room to think.
[5] I’m not convinced such a thing exists, but grant me the rhetorical device :).
by Gabriel Mahaffey
“You can’t keep me down”
Golos, Tireless Pilgrim, probably
I would like to talk to you about our lord and savior, Golos. When commander players see Golos, they might think of five color good stuff, powerful and spicy cards. The take I did for Golos is to really abuse him without activating him. If you’re like Patrick living under a rock, Golos is a 3/5 Legendary Artifact Golem for 5 generic mana, and when he enters the battlefield, you can search you library for a land and put that land onto the battlefield tapped, then you shuffle your library. You can also pay 2 generic mana and one mana of each color in order to cast the top three cards of your library without paying their mana costs until the end of the turn. This deck is designed in a way to not use the activated ability of Golos.
The object of the deck is to rarely, if ever, activate Golos’s activated ability. How can we abuse the enter the battlefield effect? There is always recasting it. Eh, seems inefficient. Blinking it! There we go! There are several ways that we exile Golos and have him come back. One way is Thassa, Deep-Dwelling and Brago King Eternal, flicker him either at the end of turn or on combat damage. Another way is Venser, the Sojourner. Exile him and have him come back at the end of the turn. The final way is to use Astral Slide effects, send Golos on a journey that lasts until end of turn whenever a player cycles a card.
There are cycling payoffs and cycling enablers in the deck. The enablers make it so my cycling abilities cost cheaper, from Gavi, Nest Warden and New Perspectives, to Fluctuator. Gavi and New Perspectives makes my cycling abilities free while Fluctuator makes them cost two generic less. The payoffs are Drake Haven and Lightning Rift. By paying 1 we can either create a 2/2 flying drake or deal 2 damage respectively.
For those of you like Patrick Star, I’m going to go over what cycling is and isn’t. Cycling isn’t a spell, so if you want spell like effects but worry about counters, then you are in luck. Cycling is an ability that you can pay mana and discard the card with cycling to draw a card. Cycling can turn cards that are dead in certain circumstances into useful cards, be it dig for answers or just wanting to draw cards. Nearly half of the deck is just cards that have cycling. Some just plain cycle such as Barren Moor and Forsake the Worldly. Other cycling cards help you get the land you need in lieu of drawing in Eternal Dragon and Ash Barrens. One notable thing about Eternal Dragon is that by paying 3 and two white you can bring it back on our upkeep. And our final category of cycling cards are card that have effects when you cycle them. There is Renewed Faith where we gain 6 life if we cast it, but if we cycle it we may gain 2 life, and Krosan Tusker, which gets us a basic land when you cycle it plus the draw.
With all the exiling and entering the battlefield effects that we have, we might as well abuse those as well. How do we do it? We include creatures that have an ability that triggers when they enter the ring. There is one creature that doesn’t have an enter the battlefield ability, but doubles up those abilities, and that is Yarok, the Desecrated. These enter the battlefield effects can range from drawing a card with Wall of Omens, scrying with Omenspeaker, to bringing back cards from the graveyard with Eternal Witness and Archaeomancer.
There is a suite of targeted removal. When there is an annoying creature or permanent that you want gone, then do we have the right product for you. Here is Pongify and Rapid Hybridization for when you want that annoying creature gone. Not to your liking? Okay, moving on! You might like this one, Oblivion Ring and Cast Out. You can get rid of the annoying creature and you can also get rid of the annoying nonland permanent that you want gone. One other note is that Astral Slide and Astral Drift can also remove those pesky creatures for the turn as well.
An essential part of any commander deck is the suite of board wipes. These board wipes come in two varieties, symmetrical and asymmetrical. The asymmetrical board wipe is Archfiend of Ifnir, where whenever you discard or cycle a card you put a -1/-1 counter on each creature your opponents control. The symmetrical board wipes are Wrath of God, which destroys all creatures, Decree of Pain where you can either cast it to destroy all creatures and you draw that many cards or cycle it to give each creature -2/-2 until the end of turn, and Akroma’s Vengeance which destroys all artifacts, creatures and enchantments.
There are six cards that don’t fit into the above categories. I’m just going to go over the notable ones. One helps our engine go into hyperdrive. That card would be Ephara, God of the Polis. She will very rarely become a creature, but her ability draws us a card at the beginning of the next upkeep if a creature entered the battlefield last turn. With our cycling engine going, that is exile a creature and having it enter the battlefield at the end of turn, or with Gavi out, we can reliably draw a card every turn. The other card is Shadow of the Grave. Sometimes we may get carried away and cycle our entire hand in one turn and not draw any more cyclers. This is where Shadow of the Past comes in. When you cast it, you return all cards that you have discarded to your hand. You essentially refill you hand with cyclers. The final card is Reliquary Tower. Sometimes you draw a lot of cards with Decree of Pain or bring back four cards with Shadow of the Grave and at the end of the turn you would have to discard a card. Reliquary keeps you from discarding those sweet, sweet cards.
With the commander death trigger rule change. For those that don’t know what the rule is:
“If a commander is in a graveyard or in exile and that card was put into that zone since the last time state-based actions were checked, its owner may put it into the command zone.
If a commander would be put into its owner’s hand or library from anywhere, its owner may put it into the command zone instead. This replacement effect may apply more than once to the same event.”
There is one thing that you might want to be aware of is an opponent using cards that counter triggers like Stifle and Disallow. Astral Slide and Astral Drift have a delayed trigger of the creature coming back to the battlefield at the next end step. One way to combat this is running Rift Sweeper. Although this card is not in the deck, it might be worth running.
This deck has plenty of ways to close out the game. We’re not monsters and build a deck with no win conditions. We have Maze’s End, where we use our engine to get every gate onto the battlefield with Golos. The second way the deck can close out the game is Decree of Justice. We can cast it for its mana cost and get maybe one to three angel tokens or we can cycle it for three or less and create twice as much 1/1 soldier tokens than angel tokens. The other way is to cast Approach of The Second Sun twice. When you cast it from your hand for the first time, it will be the 7th card from the top of your library. Since we are cycling cards, instead of being seven more turns, it will become at least one more turn to three more turns before it will be the second time you cast Approach, in which case you win the game.
In playing this deck, I find it very fun to play with and can win fairly quickly without going infinite. I have included a link to my deck list for you: https://scryfall.com/@MahaffeyG/decks/c8e5e9d9-dfd6-4095-b994-510eb07abe5f.
Gabriel Mahaffey lives in Arizona and has been playing Magic since Onslaught block and has been playing Commander since September 2008, when From the Vault: Dragons debuted, in what he calls “the first officially-recognized Commander set.” You can catch him as a regular in chat on streams such as the RC’s and AffinityArtifacts.
This is going to be the first of an occasional “series” discussing ways to use Silver-bordered “Uncards” in Commander games, for fun and value. Please let me know in the comments if you try this out and what happens for your group.
During a recent game with the other RC members I posited that, while it wouldn’t fly to make Un-cards legal all the time, there are a lot of fun mechanics buried in silver-bordered land. Toby has been killed on stream by his own Baron Von Count (twice, in the same game) and I enjoy getting chat involved with “bystander” cards. Splashing silly cards into a deck can introduce novelty, which is one of the ingredients for creating humour.
We’re not just looking for a balanced solution, we’re looking for something we can easily convince other players is balanced.
One such mechanic was the Unhinged mechanic Augment, which was really interesting in draft. Augment was a spiritual precursor to Ikoria’s Mutate mechanic (in a future variant, I’ll explore synergies between them), but the cards were somewhere between Mutate and Auras. Augments could
1) Only target a creature with the Host supertype. Each host was a small creature with a single ETB ability.
2) Provide an alternate means to trigger that ETB again.
3) Add a small buff* to the host’s power and toughness.
4) Stay in the owner’s hand* if the target became illegal in response.
5) Not augment a creature which was already augmented.
Unfortunately, there aren’t really enough Augment (or Host) cards to build a Commander deck around. So, I went looking for ways to pad out the mechanic’s card pool. I figured I won’t have any difficulty finding people willing to allow it if I did it in a way which was fun and interesting, and don’t play it too often.
All of the host creatures in Unstable were simply costed creatures with a single ETB ability… in fact, many of them have a black-bordered analogues which are costed the same:
We can also see most of those effects are pretty small, so Host creatures weren’t anything special; they were just visual cues as to which creatures had ETB abilities, separating the trigger condition (ETB) from the effect. Given that, it seems reasonable that we can redefine “Host” as any creature with a single ETB ability.
What if we redefine “Host” as any creature with a single ETB ability.
Each Augment card then reads:
{Cost}: Combine with with target non-augmented creature that has one ETB ability. (If this ability would resolve and its target is illegal, it stays in its owner's hand).
Augmented creature gets +X/+Y.
{Conditon}: Augmented creature's ETB abilities trigger (again).
It’s silver-bordered land, so you’re always going to need to apply some creative interpretation occasionally, but for the most part the rules implications are no worse than normal cards. The creature’s ETB ability triggers, but it didn’t actually leave the battlefield or enter it again. That means:
We could have treated the cards more like Auras which sit “on” the creature, but IMO Meld/Mutate are better matches for the flavour intent of the cards.
All things considered, Augment was a very well designed mechanic.
Our new ersatz-flickerforms aren’t quite the same as a flicker because they can’t be used to dodge removal, but can be used to exile multiple targets with e.g. Banisher Priest. We’re in the the same neighbourhood though, so it’s worth asking whether this idea is (a) too powerful or (b) unsellable? There’s a reason Flickerform costs four mana to activate. Fortunately, all of the augments take time or resources to use:
Pretty vanilla black-bordered magic stuff, and nothing which is easy to “go off” with. All things considered, Augment was a very well designed mechanic.
Pros:
Cons:
In theory, the existence of powerful ETB abilities shouldn’t be a show-stopper… like an aura, Augments are easy to kill, expensive to lose, and we have to resolve the creature first to get its ETB ability anyway. Having a Zombified Craterhoof Behemoth isn’t going to win the game any faster than the first trigger did. A Bat-Terastodon is splashy but hardly quick once you’re into the late-game.
Nevertheless, there are some scary combinations possible; stuff like Monkey-Baloth Null would yield an hard-to-kill regrowth engine, and a Half-squirrel, Half-Kederekt Leviathan would elicit many groans. Even if most of that power comes from the non-Augment half of the combo (Kederekt Leviathan + Baloth Null is already saucy), the blame will fall on the formerly “illegal” part. The fact that your Monkey Baloth recurring nightmare cost 6GGB and two cards might be enough to convince some people it’s ok, but 6GUU for Squirrel-Leviathan isn’t going to save you any friends.
There are lots of things you can do which will leave you unable to ever play your deck again.
In practice, even if the power level isn’t higher than “real” cards in the format, potential for abuse can be deal breaker when proposing an alternative format. Many potential opponents are going to (quite rightly) be conservative about what they allow in the way of rules-twisting. They’re going to think about worst-case scenario and assume that, with some planning, you can make it even worse… spoilers: you can. There are things you can do with such a rule which will leave you unable to ever play your deck again.
As such, it’s important to remember that, if you’re going to muck with the rules, you’re not just looking for a balanced solution, you’re looking for something you can easily convince other players is balanced. Depending how much they trust you, that might be a big gap so play it safe. Reveal your deck to everyone beforehand… the surprise will still come, but the lack of huge ETB abilities will go a long way getting your deck a chance to shine.
The secret to making this work will be to tell a good story with what you do.
Surgeon General Commander or Dr Julius Jumblemorph are the two obvious places to start an Augment deck, but the former has too many colours and the latter doesn’t have enough. Karador is an old favourite for creature-heavy decks, and lets me get creatures back from our graveyard, which will be useful. Unfortunately, I can’t cast the augments from the graveyard, even though they’re “Creature” cards, because they don’t have a mana cost, but he’ll make sure I always have hosts available.
Keen eyes will note that I’ve included most of the relevant Hosts from Unstable, even though there are certainly better ETB cards. This is a concession to the aforementioned rhetorical challenge of convincing people to play against the deck… if I skip the “real” hosts, it moves the deck away from a theme and towards just “min maxing.” I’ve also excluded any Human creatures, as a hat-tip to Mutate’s non-human host restriction.
So, there we have it… a Timmy-Johnny monstrosity-creation-machine ready to shuffle up and induce all sorts of hilarity. There’s enough value engines to keep us in the fight, even with all the removal in a long multiplayer game.
It’s definitely not optimal, even discounting power levels… I should either have more non-creature enchantments, or cut the enchantment-creature subtheme. Some of the smaller hosts are probably unnecessary, but hopefully the payoff for building such a menagerie is worth it.
I’ll try to play this against the other RC members in an upcoming stream, so be sure to tune in on Thursday evenings to kibitz and cheer for team monsters!
It’s been a busy few months in Commander, so let’s start with the easy bit: there are no changes to the Banned list this quarter.
We know that, for many players, keeping up with rapid changes can be frustrating. A number of other things have changed since our last quarterly update, so we’ll recap those events below and strive to stick with scheduled updates in the future. The world is in flux though and Magic is no exception; we’ll continue to monitor the experiences of Commander players and adapt if necessary.
Two events which don’t impact the format but we hope will be of benefit to the community are
Both are part of our 2020 focus on building connections between the RC, the CAG, and you… the players who make Commander the great format it is!
Rules changes since April 1st, 2020:
TL;DR – Commanders being put into the graveyard from the battlefield trigger “dies” abilities.
Previously, the “Commanders go the command zone when they die” was handled using a replacement effect — a piece of MTG technology which entirely replaces one event with another. A side effect of that rule was that cards like Grave Pact wouldn’t trigger if someone’s commander was destroyed. This was played incorrectly by many players, so we’d been looking for a way for commanders to behave “more normally” for many years. It turns out the templating for that rule was tricky… more-so than 99.9% of us realized. Fortunately, the RC’s Toby Elliott and WotC’s Eli Shiffrin are really good at clear, clean rules and working with Sheldon Menery (at the time with a foot in both worlds), they found a way to make “dies” triggers work correctly without any significant corner cases.
Technically speaking, the solution is a stated-based action (SBA), the things the game does to “clean up” each time someone would get priority, like exiling a token from the graveyard or destroying creatures which have lethal damage. The new SBA now says “if a commander is in a graveyard or exile, and was put there since the last time SBAs were checked, its owner may choose to put it in the Command zone.”
This means a commander first goes to the graveyard, triggering abilities (of itself or other cards which say “Whenever X dies”), then goes to the command zone.
Some clarifications
TL;DR – Lurrus is still legal, nothing else changed.
The Companion mechanic has made waves in every format, and Commander was no exception. When they were first released, we removed Lutri because its lack of additional deck building restriction made it a “free card”. As sad as it made us, we hoped that would be the end of it. Unfortunately, Companion was so impactful on Vintage that it resulted in the Wizards banning a card in that format for a combination of mechanical and power-level reasons, something which hasn’t happened in more than a decade.
While it’s a big deal for Vintage, Lurrus is just fine in Commander. In fact, it’s probably one of the stronger handicaps in a format with an average mana cost near 4, so it doesn’t make sense for it to be banned in the format. That raised the question of whether we should continue using the Vintage banned list as the basis for Commander, with other cards banned over-and-above.
Historically, The Vintage (nee Type I) banned list has been used as a shorthand for “Cards which aren’t viable because of practical, physical-world considerations.” With the addition of Lurrus this wasn’t true anymore so we needed to make a philosophical decision. Where possible, we prefer to let people to play their cards in Commander, so we decided to sever Commander from its Vintage roots and instead explicitly call out:
There are some cards which just shouldn’t be played around, or by, friends — they can be unnecessarily, even if accidentally, hurtful. Wizards of the Coast took a look at the message some of its cards were sending, and decided Magic would be a better game if those cards just weren’t around anymore.
Perhaps even more than tournament formats, Commander is about social connections so it only made sense for us to follow WotC’s lead and remove those cards from our format.
The full list of excluded cards is:
As with other cards on the Banned List, we encourage players to avoid these cards, and any others which make your group unhappy.
Effective June 10th, 2020, Wizards of the Coast is removing seven cards from all their constructed formats. We support the message they are sending through this action, and stand with them in attempts to foster a more inclusive and positive culture. We will be following suit in Commander.
by Verdell Shannon
In $100 a Deck, we tackle the the simple concept of a budget brew for Commander. The concept of budget decks is always a slippery slope, with some wanting to aim for the absolute lowest possible price to play, and others thinking budget is whatever a card costs. Generally, I aim for the lowest price point where I can design with flexibility and consistency. Now, let’s dive in.
Part 1: What does the commander do?
Well, we lucked up and got ourselves the most desirable of the new Commander 2020 precons, with a creature that both reduces the cost to cycle cards AND rewards us for doing it. So, any deck we build will be doing a lot of cycling. This is a commander that has a great pedigree with it’s mechanical tie in.
Cycling is a mechanic that has been around in Magic since my favorite block (back when Magic had those) Urza block. It has taken many laps over the years, and appears in all five colors.
Part 2: How do we break this thing?
Thankfully, there is a lot of inspiration to draw from here. We can break him by loading up our deck with cards that are playable and beating our opponents with an interactive game plan… OR we can do a couple of cheap parlou tricks and ruin some fools!
Part 3: What is our inspiration?
I had to dig in a bit to research on cycling in competitive play for this guy. Cycling has come around in tournament decks at least four times, with long time players having seen it do a lot of tricks over the years. So, here are the cliff notes:
Modern: Living End
Game plan is simple, load the graveyard with big, dumb animals, and cast a Living End to reanimate them all. This deck won off the back of cascade spells to control when you could cast the backbreaking spell in a deck that featured no other cards under three CMC. That deck is Jund (black, red, green), so we can’t really rely on it for a direct port. The deck evolved to include an amazing mana denial plan with cards like Avalance Riders, Fulminator Mage, and Beast Within. This is something to note.
Standard: Astral Slide // Lightning Rift (Onslaught standard)
This is a RWX value deck that won the long game through card advantage provided by sticking a powerful enchantment that could match our opponent threat for threat and finally win card advantage. Due to the archetype dating back to 2003/2004 standard, sadly digging into this deck is a bit tougher. You don’t have the same wealth of coverage available to mine, as websites port over content, and the web ages.
Standard UW Control with Drake Haven (Amonkhet standard)
This deck features a suite of UW control options, and wins off the steady stream of creatures a resolved Drake Haven provides, while also controlling the game. This is going to be very important to our build.
Standard Fluctuator (Tempest/Urza standard)
Similar to Living End, but the original. This deck took advantage of the card Living Death out of Tempest block to load up on cards with cycling (that all had the then standard cycling cost of 2 mana), to fill it’s graveyard quickly.
Part 4: What’s the brew?
Really, the best cycling decks are either blazingly-fast combo reanimator decks with some interaction, or they are slow, grindy incremental advantage decks that win off the value enchantments. Well, in our colors we are doing ourseves a service to go for the long game here. There are two different decks that are long-game driven to draw on in color. Also, I am a strong believer that Commander needs control decks. You don’t need to take every game to one hour length, but sometimes it’s okay to not combo out on turn five.
Here’s the link to the deck list.
Part 5: How does it work?
Cycling is a skill testing mechanic. The deck will reward you for long term play, and getting a feel for what you need in any scenario. You have a lot of grind them out potential. The interaction between blinking your own creature and re-buying one of your board wipes is huge. Also, you will be able to remove threats and stall your opponents by cycling cards.
Essentially, your plan is to slow the game down using a lot of tap out control. Once you have exhausted your opponent’s resources, you can take charge and start to bully the table with your near limitless card advantage available.
Part 6: Upgrades
So, upgrading this deck further is all about retuning your interaction and adding more cards to slow your opponens’ development. Decree of Silence is a free counter anything and Nimble Obstructionist is your Trickbind option. You of course can upgrade the mana base, to minimize the tapped land impact more and make sure you hit your colors.
Part 7: Closing Comments
Gavi, Nest Warden is a fantastic control or combo/tempo commander. You can dictate the pace of the game very well, and are mostly immune to counterspells. Call me nuts, but I think after you cast the same wrath effect for the 5th time, people may scoop in frustration, since they can’t kill you. The best thing about the 2020 Commander decks is a lot of the cards are already packaged in there, so your upgrade money can go much farther.
Verdell has been into magic since Phyrexians roamed the earth during Urza block. He is a tournament scrub turned commander player and loves all manner of broken and classic deck. You can find him hanging around EDH forums and talking about why he draws the line at Boil and Acid Rain, but is perfectly fine with Ruination, Armageddon and Wave of Vitriol in commander. He can be reached on twitter (@VerdellShannon) or Instagram (@res5music).
As you may have heard on the CommandFest charity stream, we’re changing how commanders go to the command zone, effective with the quarterly Commander announcement for Core Set 2021. The short version of it is:
If a commander has an ability which triggers on it dying or going to exile, it will trigger before heading to the command zone.
The long version (including how we got there and the technical details) is below.
First, new rules (specifically, a new state-based action):
If a commander is in a graveyard or in exile and that card was put into that zone since the last time state-based actions were checked, its owner may put it into the command zone.
If a commander would be put into its owner’s hand or library from anywhere, its owner may put it into the command zone instead. This replacement effect may apply more than once to the same event.
Commander death triggers are a subject that came up over the years, but didn’t get much traction. It’s not that any of us objected, it’s that none of us felt all that strongly about it. The current system worked fine and was elegant. We were happy with it and obvious possible changes had a lot of downsides. There were people out there who thought it was a good idea, and people out there who thought it was a bad idea, and no groundswell for change. You’ll find us defending positions we feel strongly are correct (like hybrid mana color identity during deck construction), but we generally didn’t engage much on Commander death triggers beyond pointing out that the rules to make it happen weren’t nearly as simple as people thought they were. We just didn’t have strong feelings either way.
The tipping point came last October when a CAG member was talking about their Elenda, the Dusk Rose deck and we had to break it to them that it didn’t work the way they thought it did. Turns out a portion of the CAG didn’t understand that commanders dying didn’t trigger death triggers and were quite passionate about the subject. That was motivation to see if we could do something with them that wasn’t a mess.
We came up with a lot of possibilities. Each had various levels of impact on the game. We had a list of a bunch of notable cards so that we could consider the implications of each approach, including Rest in Peace, It That Betrays, Oblivion Ring, Banishing Light, Grave Betrayal, even Skullbriar! If it had a weird interaction with a zone change, we probably talked about it.
In the end, we presented eight options to the CAG for discussion, all of which had different plusses and minuses:
And then we talked a bunch. How much weirdness was acceptable? How much were we willing to change core Commander game play? Was not being able to leave your Commander in the graveyard acceptable for a very clean state trigger? For example, the special action (essentially “0: put your Commander into the Command Zone. Activate only in the graveyard, exile or library”) meant it was usually correct to have your commander in the graveyard when it wasn’t on the battlefield. Redefining “dies” to mean “is put into the graveyard or command zone from the battlefield” was super-clean, but meant that blinking a commander would trigger death triggers. Everything had tradeoffs.
After a lot of discussion, we proposed to Wizards the following state-based action:
If a commander is in a library, graveyard or exile, and doesn’t have a choice counter on it, it’s owner may put it into the command zone. If they do not, put a choice counter on it.
That worked intuitively with basically everything (shhhh, Skullbriar).
Rules Manager Eli Shiffrin (because he’s smart and good with the rules) pointed out that we could steal a little technology from, of all things, Deathtouch, to avoid using a counter (yay, Skullbriar):
If a commander is in a graveyard, library or in exile and that card was put into that zone since the last time state-based actions were checked, its owner may put it into the command zone.
We loved this, but there was one small problem. Could this apply in a hidden zone, especially with the existence of Chaos Warp? Chaos Warp targeting a Commander would put the commander into the library, shuffle it, then reveal the top card. Tracking the commander through all of that is stretching the Magic rules, and while I think we could have made it work, it was tricky both rules-wise and physically. In the end, we left the replacement effect in place for hidden zones (hand and library) and now use the state-based action for graveyard and exile. Commanders that go to hand rarely want to be moved, and commanders going to the library is a rare event; wanting to take further action before the State-based Action kicks in is rarer still. Those events working differently won’t matter most of the time.
And that’s how we ended up with the final rules above. Note that the Commander still has to go to the graveyard in order for a dies ability to trigger. If that is replaced by some other effect (such as Rest in Peace), it won’t happen, just as it wouldn’t happen on any other creature.
We’ll obviously be keeping an eye on some of the more powerful commanders with death triggers – looking at you Kokusho and Child of Alara! – but think it will be OK and opens up a few more interesting options. And Elendra the Dusk Rose now works like the CAG and a bunch of other people think it does.