All posts by Toby Elliott

September 2024 Quarterly Update

Cards

Dockside Extortionist is banned

Jeweled Lotus is banned

Mana Crypt is banned

Nadu, Winged Wisdom is banned

Other

Update on the Silver Border Project and other new initiatives

Detailed explanation for each of these is below. Bans will be live on MTGO at noon Pacific.

Cards

The philosophy of Commander prioritizes creativity, and one of the ways we have historically reflected that in the rules and banlist is to encourage a slower pace of game than traditional formats. This gives decks time and space to develop and do different things. We have a goal to make it easier for players who enjoy slower, more social games to have an environment for them to explore.

Commander has always had the potential for someone to get out to a fast start and be the first arch-villain in the game, but that advantage has been balanced by having multiple players gunning for them once it happens. In the past few years, notably since Strixhaven, we have seen a pattern of stronger mid-game cards and that’s leading to the player who skips past the early game being able to snowball their advantage straight through to the win. Occasional games like that are fine, but it shouldn’t be common, and we’re taking steps to bring that frequency down a bit by banning three of the most explosive plays in the format.

  • Mana Crypt – Coming down for no mana on turn 1, it’s quite possible to have the explosive start of Mana Crypt into a signet or talisman, land, and another signet, leaving that player untapping 5 mana on turn 2. In games going 12+ turns, the accumulated threat of damage from Mana Crypt provides a reasonable counterbalance for its explosive effect, but when you are snowballing to a turn 6-8 win, it’s a meaningless drawback.
  • Jeweled Lotus – another card that can give you five mana on turn 2, Jeweled Lotus does it without even needing a good hand. Though you’re restricted in what you can do with the mana, four- and five-mana Commanders can pack a significant punch nowadays, often draw cards to make up for the one-shot mana, and defensive abilities such as Ward can’t be interacted with that early in the game.
  • Dockside Extortionist – Dockside isn’t normally quite as explosive in the early game as the other two cards, but it can still go mana-positive on turn 2 and start generating substantial treasures after that. It’s been on the border for years, and we’ve shied away from taking action in the past because the card has scaled well with the power level of the table, but it’s a frequent contributor to the more egregious snowballing starts.

We should also talk about the elephant in the room. We’re not banning Sol Ring and have no desire to. Yes, based on the criteria we’ve talked about here, it would be banned. Sol Ring is the iconic card of the format, and it’s sufficiently tied to the identity of the format that it defies the laws of physics in a way that no other card does. Banning Sol Ring would be fundamentally changing the identity of the format. We aren’t trying to eliminate all explosive starts – it happening every once in a while is exciting – and removing the other three cards geometrically reduces the number of hands capable of substantial above-curve mana generation in the first few turns.

  • There’s another ban here, and it’s explosive, but in a different way. Given that Nadu, Winged Wisdom has been ejected from multiple formats at this point, it’s no surprise that we took a close look at it for Commander. Sometimes, hugely problematic cards in other formats (Oko, companions) are fine for Commander, but our observations of Nadu suggest its inherent play pattern is going to cause problems.

    Part of the problem is the way in which Nadu wins, where it takes a really long time to do non-deterministic sequences that can’t be shortcut and might eventually fizzle out. These aren’t dedicated combo lines that you have to build a deck around; dropping Nadu into a “normal” Simic shell still runs the risk of grinding the game down to a slog of resource accrual. It interacts badly with cards that are staples of casual play, most notably Lightning Greaves, meaning that decks where it gets thrown into without abuse intent can still create a situation where the player is monopolizing all the time in the game. That’s not an experience we want to risk, so Nadu gets itself another ban.

What’s Coming Up?

Hopefully quieter updates! 

We talked in the last update about providing players with better ways to communicate about silver-bordered cards in their deck. That project is going well, but isn’t quite ready for release, so we’re holding off announcing it here. We expect it to be out by the next announcement at the latest.

We’re working with the folks at Wizards to provide some new tools to use in pregame conversations to help folks find like-minded players and are pretty excited about some of the possibilities there. No promises on a timeline yet, though.

Whatever happens, we’ll be back with our next update on November 18th, after the Foundations prerelease! In the meantime, tune into the charity stream and keep on brewing!

My Take on Why We Don’t Have Banned-As-Commander

I get asked a periodically why Commander doesn’t just have a second banlist for cards that can’t be your Commander. On the surface, it seems like an obvious thing. You just add another rule, put a bunch of Commanders on it, and call it a day. But it’s not as simple as that, and I don’t think it would actually have the effect that most people who are asking for it think it would.

The first thing to note is that more rules is not a thing to aspire to. That’s not due to a belief that people aren’t smart enough to handle them, but that there’s already a lot of rules, and each one introduces an additional burden. We spend a lot of time trying to keep the rules as simple as possible and prefer not to stray too far from normal Magic; the default stance is to have some friction in the process.

Secondly, the banlist, which is part of the rules, is incredibly small in proportion to the size of the cardpool. Shrinking the banlist is not a goal and there’s space to grow if necessary. There’s no shortage of cards to explore and more coming every few months.

With those two points in mind, consider all ~27K Magic cards on a scale from -10 to 10, where the number is that card’s overall positive/negative impact on the Commander experience. If you plotted it all out, you’d have a bell curve with a very high peak; most cards are pretty neutral or mildly negative/positive. Let’s say, hypothetically, that we ban every card with a rating of -8 or lower. That’s way out on the end of the bell curve, and that’s OK! Getting less-negative cards out of the format doesn’t have enough positive impact to justify lengthening the rules.

If we examine the cards that are banned because they are problematic in the Command Zone, they all – with one possible exception – fall on the negative side of the bell curve outside of it as well. They might hypothetically be only a -4 or -5 there, but they aren’t cards we’re eager to reintroduce.

Cards currently banned might not be banned if they couldn’t be your Commander, but that overlooks an important caveat: getting them off the main list and onto a second list doesn’t make the rules shorter and it doesn’t make the format better as a whole.

A banned-as-commander list will get created when there’s sufficient cards that are problematic in the Command Zone that we actively want in the format. I don’t have an exact number, but it’s probably a half-dozen or so. Could that happen? It’s possible, but I don’t think it’s likely. As I mentioned above, I think there’s currently one card that meets the criteria and that’s Golos. If we find ourselves in this situation a few more times in the coming years, it’ll become a topic of conversation.

COMMANDER RC PREVIEWS FOR DOCTOR WHO

We have four preview cards for you today. When I first opened them, my immediate reaction was “I have to explain Trenzalore?” Yikes. The Matt Smith era was definitely high on the timey-wimey stuff. But more on that later. We’ll start with… relatively easier stuff and go “chronologically.”


The first card we have today is a phenomenon, which is a special kind of Planechase card that acts like a triggered ability. You walk to it, something happens, then you walk away.

We’re seeing a significant event late in the Tenth Doctor’s run. Donna Noble (his companion at the time) has, in desperation, touched the severed hand of the Doctor, which is at the time filled with regeneration energy (which is itself all a long story).

But as a result of that, Donna changes. She gains all the knowledge of a Time Lord (and, as we’ll learn later, gets her DNA rewritten some, too.) This is actually a gigantic problem as she can’t actually contain all that knowledge, but for a brief while she’s superpowered and saves the day.

The phenomenon essentially creates DoctorDonna, the merger of the two.


The second card is from a beloved episode of the series titled “The Doctor’s Wife,” written by Neil Gaiman himself. It’s a standalone in which the TARDIS’ consciousness (yeah, it’s sentient) is trapped in a mortal vessel. Yes, it’s so that another being can drain all the life from it, but while the Doctor has to figure out how to save it, it’s an opportunity for the Eleventh Doctor to have a heart to heart with his longtime travelling companion.

The card represents Idris, who had her mind wiped for the purpose, hosting the TARDIS for a brief period. Warning: it doesn’t end well for Idris.


Lake Silencio is the location that kicks off the main plot of the second season of the Eleventh Doctor’s run with a mystery that will last the season.

The Doctor meets with his companions (Rory, Amy and kind of River at that point) and an astronaut rises out of the lake. The Doctor orders them not to intervene and goes to talk to the astronaut who he seems to know and, a moment later, the astronaut shoots him. He’s dead, for real (and they even burn the body for good measure.)

But then the doctor steps out of a back room in a local diner and the mystery commences. And there’s time travel involved, of course. Learning the identity of the astronaut and why this is all happening occurs over the course of the season, and by the time we return to Lake Silencio with all the details… I won’t spoil it all here.

But, part of that mystery requires that Lake Silencio be a fixed point in time, which you can’t change with time travel. And the plane reflects that perfectly by giving everything split second. No putting things on the stack to retroactively alter events that have already happened!


And then there’s Trenzalore. I’m not even going to try to explain Trenzalore to you; it’s the culmination of the entire Eleventh Doctor run, tying together plot threads from the whole series. We’d be here all day.

But the design of this card is beautiful, so let’s try to give you enough context to understand why. The Doctor essentially retires to Trenzalore and lives there for 900 years, fighting off a series of alien invaders (the planet is the last link to Gallifrey, where Time Lords hail from) until he’s no longer capable of doing so.

But he’s out of regenerations. And old. And the final enemy, is, of course, the Daleks. So he goes to the top of the clock tower to do what he can to stave them off. But before he does, he is given a poem that, in part, reads:

Eleven’s hour is over now,
The clock is striking twelve’s.

In the final confrontation, he makes a connection to Gallifrey and the Time Lords grant him a new cycle of regenerations (and thus the strength to defeat the Daleks). And this card reflects that, giving you a new hand to help your Time Lord defeat their enemies as the clock ends the eleventh hour and strikes twelve.


Thus far, Doctor Who looks like a design slam dunk, and we’re excited to see the rest of the cards. If you haven’t had the chance to play Planechase with Commander, give it a try. It will certainly add to the chaos!

Sheldon

Sheldon passed away last night after a seven-year battle with cancer.

We all strive to leave behind a lasting legacy. It is a measure of Sheldon that he did it twice.

He first picked up the judge program and instilled a vision of fairness and proper behavior in competitive Magic that carries on to this day. Until his retirement from judging in 2011 he was the face of the program; the judge that all the other judges aspired to be.

And then, there’s Commander. Though he was always quick to credit Adam Staley as the creator, without his efforts we would not have Commander. He saw the potential of the format as a vessel for social play and tirelessly advocated for it as a way to make and spend time with friends. Along the way, he picked up many of them and unlocked a tidal wave of a community that had often been ignored. He championed that diversity, always looking for a way to raise up underserved voices in the community.

He faced down the challenges of his cancer with the relentless verve of one of his beloved Shakespearean characters, refusing to let it stop him living life to the fullest for as long as he could. Even a week ago, he refused to rule out getting to Las Vegas for MagicFest because he so wanted another chance to make his fans, friends, and everyone else happy as they celebrated the game together.

Sheldon always said a great leader planned for a future without them, and took the steps to ensure that the RC and CAG could continue after he was gone. We will deeply miss his wisdom, but look forward to honoring his mission.

Goodbye, friend. Safe travels.

May 2023 Quarterly Update

No changes.

We’re generally very happy with the state of Commander at the moment. We wanted to wait for the release of Aftermath to make sure there wasn’t anything of concern in it, but it looks good and we’re excited for all the new toys that March of the Machine has provided.

We’re particularly interested in seeing how Battles play out in Commander, where the multiplayer dynamics should have some interesting impact on their usage. Throw them in decks and let us know how it goes.

Poison was raised as a concern after all the new Toxic and Proliferate cards in All Will Be One, so we kept an eye on it for a bit, We don’t feel that it significantly altered the landscape for poison and don’t have plans to make any adjustments. It remains a mechanic that is sometimes good at taking out one person, but struggles to take down an entire table. 

We will have an announcement day with The Lord of the Rings. Traditionally we’ve made announcements the week before the release of Standard-legal sets, and LotR isn’t one, but it’s a significant set in the calendar cycle (with an accompanying MagicCon) which leads to an expectation that there’ll be one, so we’ll be back in mid-June with another update. Until then, enjoy March of the Machine!

January 2023 Quarterly Update

Cards

No Changes

Rules

No Changes

Lots of new toys, Phyrexian and otherwise, to play with, and we aren’t seeing anything that’s currently threatening our goals for the Commander experience.

Some folks have been asking about the number of poison counters in the wake of Phyrexia: All Will Be One. We’ll obviously keep an eye out, but at the moment we don’t see a need to raise it; the mechanic has not historically been all that strong due to the need to go it alone in killing people. Once everyone has had a chance to play with the new cards and mechanics and the immediate enthusiasm for the current set has faded a bit, we’ll see if action is needed.

While Sheldon’s article may have raised some eyebrows about Elesh Norn, Mother of Machines, the RC has had no discussions about banning it. Some of us had concerns about the design: stapling a casual-popular mechanic onto a casual-dangerous mechanic comes with some risks that are unrelated to power level, but there’s absolutely no way that would lead to a zero-day ban, and we doubt any action will be needed in the future. 

We’ve publicly had our eye on Dockside Extortionist for a while now, and have ultimately concluded that, unless there’s a sudden surge into more casual spaces – where it hasn’t really thrived due to the lower density of cheap, fast mana – we don’t anticipate taking action on it. It’s a ridiculously powerful card, but scales with the rest of the table, and at the point it becomes broken, plenty of other broken stuff is already happening.

We’ll be back with our next update on April 10th, with March of the Machine. Until then, come hang out with all the great people in the MTGCommander.net discord to talk about the format!


Hybrid Mana, Revisited

Back in February of 2015, there was a big debate about hybrid mana on MTGSalvation. As a semi-regular poster back then, I eventually waded in because it was getting quite heated on both sides and I figured an RC perspective might calm folks down. Since then, I’ve found myself pointing folks back to that post quite often when the subject comes up and people ask about the RC stance. Seven plus years later, the points remain relevant, but the examples – and some secondary references (such as the old color production rule) – are pretty dated. I figured I should rewrite it to be more up to date and put it somewhere where I didn’t need to dig it out of ancient discussion-board postings.


People sometimes ask why we discourage discussions about hybrid mana on the Commander Discord server. It’s not that we refuse to tolerate dissenting opinions; it’s that there’s no new ground being tread and recycling the same arguments over and over doesn’t actually make for an interesting server for folks to be on. If someone came in with a brand new take on hybrid that wasn’t “designer intent” or “mechanics of Magic” it’d probably be an interesting and welcome conversation.

Yes, designer intent was to make hybrid cards easier to play than traditional multicolor spells. Designer intent is a deep rabbit hole. Phyrexian mana was designed to make some cards easier to play in exchange for life. Force of Will was designed to be played without blue mana. In the early days of Magic, many large creatures were designed with no goal of casting them; they were reanimation targets and the actual cost of the card did not matter. There’s lots of designer intent in the game.

Yes, hybrid cards are unquestionably multicolored cards at all times. Mechanically, they function in-game exactly as they do in the rest of Magic. If you gain control of a creature with a hybrid activation, you can activate it, even if the cost contains a symbol not in your color identity. With the elimination of the color-production rule several years ago, you can even activate it using a color of mana not in your color identity! It’s always true that a Blade Historian can be Hydroblasted, whether you cast it with WWWW, RRRR or something in between.

Neither of these points are all that relevant in our calculus, because they are based around gameplay, but rule 3 (the color identity rule) is not a game play rule. Rule 3 is a deckbuilding rule. It matters when you are putting your deck together, not when you sit down to play. A deckbuilding rule is a restriction, designed to keep you from just throwing whatever you want in your decks. All formats have them – what sets are legal, how many you can put in your deck, etc, etc. They are used to shape a format. Many of them are mechanical. In Commander some are also aesthetic, which is something that helps distinguish Commander from other formats.

Commander cares about color, and always has. Yes, the rules have evolved over time, but that’s largely in parallel with the rules getting written down and slowly becoming more formalized in the first place. Trying to go originalist isn’t terribly useful – the rules were a somewhat contradictory hodge-podge when we started. But, from the very beginning deckbuilding has been based around restrictions that care about color, and “you can’t have mana symbols in your deck that aren’t on your commander” is elegant, easy to explain and aesthetically pleasing to us. (Yes, that only covers 99.9% of cases, so there’s another rule for color indicator because that obviously applies and yes, Extort is a little unfortunate. But, reminder text just can’t matter.) Given that rule, it’s very easy to see where hybrid falls. “Fixing” hybrid requires messing with that fundamental rule and the alternatives are more complex and less aesthetically pleasing (folks are welcome to disagree on that last one, obviously).

Making a change would require a compelling reason to violate that aesthetic restriction. Making cards available to more decks isn’t a good reason. Any change to the deckbuilding criteria would make more or fewer cards available, and making more cards available to decks in a format with so many cards already available is certainly not something we’re seeking to do. We think the format is better if mono-U decks and U/R decks might have to find different answers to problems. In general we like to be more restrictive in deckbuilding and more open in game play and that’s the philosophy that underlies how we handle hybrid mana.

Unfinity UPDATE

We promised an update on Unfinity, because of all the crazy new things that have been introduced in the set.

In short: There are no rules changes. What this means is:

  • Cards from Unfinity without acorn stamps are legal to play by default in Commander. Cards with acorn stamps are not.
  • Stickers can be played; if you don’t have any, our understanding is that there will be an online tool to let you generate some sheets. A reminder that you can only sticker your own cards (or sleeves, in most cases).
  • Attractions are legal. This caused the most internal debate, as attractions really play in some spaces we are wary of in Commander. However, attractions are not defined as traditional cards, and don’t live outside the game, so they do work within the rules framework we have. Making them illegal would have required changing the rules quite substantially (or banning the entire class of cards), and we don’t think they are problematic enough to justify a change.
  • Squirrels still rule.

Enjoy Unfinity!

UNFINITY PREVIEW CARDS

Our friends at Wizards of the Coast have provided us with a couple of free preview cards for the Unfinity set. When they asked us what kind of card we would like to preview, we said “Well, we’re big fans of Clones.” Somehow the email seems to have gotten garbled, because they sent us

We wrote them back that there had been some confusion and we were talking about copies. They apologized and sent us another card.

<Clown Extruder d_EN.png>
Clown Extruder, art by Marco Bucci

Buncha jokers over there in Renton, I tell you.

But Wait, There’s More

We have a special bonus card today!

Command Performance, art by Kirsten Zirngier

I think they kind of missed an opportunity to make the Scryfall folks cry (well, another opportunity) by not naming this Very Cryptic Command. Looking forward to the textless version in a few years!

Unfinity brings some crazy new cards to the Commander table, some of which you’ll need to have pregame discussions about. Remember that cards with the acorn holostamp are not legal by default, but the rest (including the ones above)… go crazy. It’s clear that the folks at Wizards did.