Episode Transcript
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humans, you have entered
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Dragon Highlander. Enjoy your
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stay. Hello
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everybody and welcome back to another episode
0:32
of the Command Zone podcast. I'm your host
0:34
Rachel Weeks and we have two very special
0:36
guests. You know them, you love them, it's
0:38
the boys. The boys, it's me
0:40
Murph and... And as always me, Jake.
0:44
To our folks listening in the car. If
0:47
you can't see me, it's me, Jake Boss. Today
0:51
we are talking about a very
0:54
exciting topic actually I think. When
0:56
a lot of players come to
0:58
Commander from a competitive play
1:00
or organized play, I feel like they
1:02
always have the same struggle. Where it's
1:05
just like, I built a Commander deck, I brought
1:07
it to Commander deck at night and I played and then
1:09
people got mad at me and I don't know why. Yeah.
1:13
Because of some, you know, like I played a
1:15
Mass Land Destruction spell or I played Winter Orb
1:17
which is obviously very powerful. Ideally
1:20
your play group will tell you why that
1:22
wasn't fun because communication is great. But
1:24
if not, that's what we're here to do today.
1:27
Here's what's wrong with you. Yeah,
1:31
today we are going to talk about the
1:33
unwritten rules in Commander. So a lot of
1:35
the things that sort of get covered by
1:37
the social contract
1:40
and we're going to address
1:43
a lot of those rules heads on
1:45
and we're going to discuss what it
1:47
means for Commander overall and what you
1:49
can sort of glean from those rules.
1:53
But before we do that, of course, if you want to pick
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We have game nights auditions. Not
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yet, but soon. Alright,
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let's get into the main topic. No
5:20
more ado. Today, we're talking about the
5:22
unwritten rules of commander. Some
5:26
say that commander's greatest trait
5:28
is its flexibility, right? Its
5:30
general appeal. It's permissive and
5:32
it's open-ended and it gives
5:35
the players a chance to sculpt the
5:37
kind of play experience that they want
5:39
to have. And as
5:41
a result, commander is full of house
5:44
rules and personal preferences
5:46
and power discrepancies because
5:49
different people like to play different ways.
5:53
And while that is commander's greatest strength,
5:55
it is also commander's strongest
5:57
sticking point because there's a
5:59
lot of blurry lines that can
6:01
lead to power imbalances and
6:04
preference clashes, especially when you're playing with
6:06
strangers. Yeah, that's perhaps the biggest problem
6:08
just overall with Commanders, that everybody has
6:11
something that they want to do. Some
6:13
preconceived notion, some expectation that they bring
6:15
to the table and trying to match
6:17
all of that up together is difficult.
6:19
And I think we're all three very
6:21
different people and that's part of why
6:23
there's a three person podcast right now.
6:26
I like to think that I come from the
6:28
beer and pretzels type of Commander, you guys are so
6:32
in it with, you know, your
6:34
decks are up to date. You know what I mean? But
6:36
I feel like I'm a little bit more side iron right
6:38
now. Maybe
6:41
it's that up to date. Not that, I'm just like,
6:43
I'm trying to think, are my decks up to date?
6:45
I'm like, I really should go to carcane.com/Command. Hey.
6:48
And get stuff. That calls back to what
6:51
we said before. Yeah, yeah, yeah, yeah. That's
6:53
perfect. We have different opinions on
6:55
things and some places we're going to sync up
6:57
and we're all going to, it's going to be
7:00
like we're talking about unwritten axioms and then at
7:02
some points it'll be, well, I don't really feel
7:04
that way. And I think it's important to know that
7:06
this is a safe environment to speak
7:08
our minds. We're all pretty good friends. We've been, we know
7:10
each other for a really long time. So
7:13
I'm interested to see where this goes. Yeah, hopefully we're
7:15
going to try to define some of these like more
7:18
blurry lines a little bit here today. And
7:20
also another caveat is that these rules,
7:22
we don't all believe every single one
7:24
of these unwritten rules, but they are
7:27
all at least reasonably commonly held rules
7:29
or something that we've at least heard
7:31
of before in play groups or play
7:33
experiences that we've been a part of.
7:35
Yeah. I think that's why
7:37
we want to talk about these today. Yeah, we're going
7:39
to talk about our personal relationship to those rules because
7:42
we've all been in various play groups. We've played
7:44
at work together. We've also played in more
7:46
powerful play groups. We played until
7:49
sunrise before. Different
7:51
states all across the country. Absolutely.
7:54
We played a lot like, yeah, we played at Magicons. I
7:57
feel like we have a very diverse experience and these are
7:59
the rules. that I think you can
8:01
commonly expect in especially
8:06
unknown commander situations when you're playing against strangers,
8:10
these are things that you can
8:12
roughly guess about them. But
8:16
it's not going to be true for everybody. These
8:18
are not universally held beliefs
8:21
and, you know,
8:23
we'll cover all the perspectives that we possibly
8:25
can, but we're
8:27
only three people. We played a lot of
8:29
magic though. So the
8:31
first rule we're going to talk about, I put
8:33
rule in quotes here, is don't play
8:36
mass land destruction. Never play
8:39
mass land destruction in commander.
8:41
We're commander players. Commander
8:43
players do not like people touching their lands.
8:46
We're very sensitive about our lands. You
8:49
can run like a ghost quarter or strip
8:51
mine to take care of that guy's cradle
8:53
or a problematic land, but if you're doing
8:55
mass land destruction, blow up all the lands.
8:57
That's a big no-no for a lot of
8:59
people. Yeah, and I want to
9:01
be clear. In 1v1, mass land destruction is
9:03
a strategy used to lock up a game.
9:06
When you're ahead, you slam, you blow up
9:08
an armageddon, you blow up all the lands,
9:10
and now you hold your position. In
9:13
commander, mass land
9:15
destruction can be applied that way,
9:17
but I've certainly played against decks
9:19
where mass land destruction is the
9:21
theme. For
9:26
commander players, we build very thematically. We like a deck
9:28
to have an
9:30
idea, a thesis. Yeah, a point.
9:33
And mass land
9:35
destruction is a terrible theme. If
9:39
you know that this unwritten rule kind of
9:41
exists and you choose to do it, then you're
9:45
trying to get a certain reaction. I
9:47
think one of the things we should talk
9:49
about really early on in this show is it's
9:52
all about what are you trying to do? What
9:55
feelings are you trying to give your group? What
9:57
do you want to put out there if you want to antagonize
9:59
everybody? Or, you know, if you
10:01
want to be more pub stompy
10:04
in an environment that isn't expecting it, this is
10:06
a great way to do this. And
10:09
a lot of people will say like, oh, if you don't like mass land
10:12
destruction so much, why isn't it on the
10:14
ban list? Why don't you
10:16
ban mass land destruction? You know what? That's
10:18
a good point. Let's just ban Armageddon. Good
10:20
idea, Rachel. I'm calling the Lewis Committee. What
10:22
about Caulk? Hello, Rules Committee. I
10:25
looked it up and there are 49 legal
10:28
cards in Commander that blow up all the land. So
10:30
if we banned mass land destruction in Commander, we
10:32
would suddenly add 50 cards to the ban list.
10:35
Hey, Murph, what's that second card
10:37
there? What is that? Armageddon? What's that one right
10:39
there? Cataclysm. Oh.
10:41
You mean the one that I've literally played against you in
10:43
one of my casual decks? Yeah. Yeah,
10:46
no, I played that card. Hey, but it has the weather light on it. It's
10:48
got to go on my weather light. All right. He's
10:52
sitting there over here telling a whole story
10:54
about we're Commander players, and I'm thinking Cataclysm
10:56
though. That sounds familiar. Context. Context. Okay. I
10:58
mean, that's the next question is, do you
11:00
play mass land destruction? And
11:03
clearly Murph does. So,
11:07
first of all, I don't mind mass land destruction.
11:09
I do understand very much so why it
11:11
frustrates people, because if all the lands are
11:13
blown up, then you're just sitting there doing
11:15
nothing. And that is a big
11:17
feels bad for a lot of people. The reason
11:19
that I had Cataclysm in a deck was
11:22
because I built a Vorthos deck built around
11:24
the weather lights and its crew. And the
11:26
original printing of Cataclysm just so happens to
11:28
have the weather light on it, and I
11:31
was pretty hard up for playables in this
11:33
deck. And so
11:35
I'm like, I need a board wipe, in it goes.
11:39
And so I've taken it out since then, to
11:41
be clear. But that
11:44
was definitely a card that I had to play
11:46
a couple times, see people's reactions, see what it
11:48
did to the game, for me to kind of
11:50
realize, I don't like this.
11:53
Well, I've had the same problem too, because I played
11:56
an enchantment deck for a long time, and I think
11:58
I was playing my enchantment deck against you. at the
12:00
time, where when you
12:02
combine enchanted evening and opalescence, it
12:05
kills all lands because they have no cost.
12:07
So there are zero zeros. And
12:09
you only have to do that once or twice before you
12:11
realize, wow, this is not fun at all. Like
12:14
this thing that I thought was a nifty little interaction
12:16
is just mass land destruction. Yeah,
12:19
it's build your own mass land destruction at
12:21
home, even though neither of those cards are
12:23
specifically one of the cards that to another
12:25
point where even if we ban all 50
12:27
of those cards, you can still find a
12:29
way around it and get that mass land
12:31
destruction to happen with cards that don't necessarily
12:33
mean that. But when somebody
12:35
drops an Armageddon and it has happened with
12:37
folks that we know who we
12:40
invited over and will invite back again, like
12:42
when it happens, sure, I love
12:45
to rise to a challenge. Like
12:47
if somebody wants to play prison against me,
12:49
if they want to, you know, counter me
12:51
a million times, destroy my lands, whatever, I'm
12:53
not scooping because you know what feels really
12:56
good against mass land destruction? Winning. It's
12:59
true. They can oftentimes create board states that can
13:01
create games where you say, okay, we're all behind.
13:04
They had an Avicen and they mass land destruction
13:06
to us and we have to figure out how
13:08
to claw back and fight back. And
13:10
if you can overcome that, that is a great
13:12
story. That is something that you will remember for
13:14
a long time to come. And that's
13:18
something that could not exist without the mass land
13:20
destruction. I wanted to mention
13:23
this because I also, I currently play mass
13:25
land destruction in my mono white deck. Okay.
13:27
I run catastrophe, which is what I was
13:29
looking up. Yep. I
13:32
do like catastrophe. Catastrophe is a
13:34
six mana sorcery that says either
13:36
destroy all creatures or destroy
13:38
all lands. So
13:40
if you're behind, if you're behind, you wipe the
13:42
board, clear all the creatures. If you're ahead, you
13:45
wipe the lands and you win with your board.
13:48
And I've cast it twice to try and blow up
13:50
all lands. One time it got
13:52
counterspelled and the other time I won the next turn. So
13:56
that's true. If you're sending me home, then that's cool
13:58
too. That's a good, so I think. I think
14:00
there is a scenario where I'm comfortable with mass
14:02
lane destruction. And this deck used to run Armageddon,
14:04
because it was supposed to be a mono-white good
14:06
stuff list. And I was like, I'll spend it
14:08
if I'm ahead. But it was dead half the
14:10
time. Because most of the time, you're not ahead in
14:12
white. So, but I do
14:14
really like Catastrophe, because it gives you that option
14:16
where it's like, it's either something, like it's either
14:18
good here, or it's good here. And when you
14:21
have the option to, you know, slam the door
14:23
and be like, nobody's board wiping, I'm hanging onto
14:25
my board, and I'm gonna try and close this
14:27
game out, that's fine. That's
14:29
a tool that white has, and is
14:31
fine with me. But if your thesis is blow up
14:34
all the lands and make sure no one can accrue
14:36
resources, now that's
14:38
where I have a problem with mass lane
14:40
destruction in Commander. That's like, would I rather
14:42
not play versus play in that situation? I
14:44
think I wouldn't even shuffle up. If
14:46
I knew that that's what I was walking into, you
14:49
know, you just, again, you need to ask yourself,
14:51
what am I trying to do? If I'm trying
14:53
to antagonize people, then
14:55
there's a lot of different ways to do that. You can
14:58
make fun of people to their face, you can poke
15:00
them with a little screwdriver, or you
15:03
can play mass lane destruction. There's a lot
15:05
of ways to get that job done. You
15:07
have to, like, why would you do that?
15:09
About antagonizing people in Commander is like, you
15:11
can antagonize people in organized play because they
15:13
have to lay against you. They've been paired
15:16
with you. In Commander, they just won't play
15:18
with you again. And now you've lost an
15:20
opportunity to play the thing you've created. So
15:22
there is an upside to creating decks that
15:24
people enjoy playing against. And
15:26
that means that you get to curate your own space rather
15:29
than getting thrown out of
15:31
others. You do a
15:33
lot more waiting in Commander, too. In 1v1,
15:35
I'm waiting on your turn, but I'm waiting on
15:37
three people's turns for it to get to my
15:39
turn. And I chose to be here rather
15:42
than being at home with my loved ones. And
15:44
I got a sitter today. And
15:46
this is the one day that I could make it
15:48
to Commander Night or whatever. And I
15:51
showed up late, so it was the one game I could
15:53
get in, and I'm stuck playing against somebody who thinks it's
15:55
funny to just destroy all lands. So
15:58
the next rule that we're going to... gonna
16:00
talk about is similar. It has a
16:02
similar sort of feel bad and a
16:04
similar sort of hatred in Commander and
16:06
it's don't play mass discard. Don't
16:09
strip people over their hands. This includes doing
16:11
like a Narset wheel thing. It's
16:13
do not deprive the table of
16:17
their options. Yeah, it's
16:19
not a very yes and maneuver. Yeah. I
16:23
will say I have more of a problem with
16:25
this than mass land destruction. Yes. It's
16:27
weird. I was thinking about this before we
16:29
started and what ends up happening with mass
16:31
land destruction versus mass discard is mass land
16:33
destruction. It basically gives you mana screw whereas
16:35
mass discard basically gives you mana flood where
16:37
you just don't have anything to do with
16:39
your mana no matter
16:42
what. So usually mana flood is actually I don't
16:47
know if that's true if mana flood or mana screws
16:49
particularly better but I
16:51
personally have less of a hard time if I'm mana flooded because then
16:53
I'm like if it rips them off the top at least I can
16:56
play it. Do I want my foot on the gas or do I
16:58
want my foot on the wheel? Exactly.
17:00
But when it comes to commander with this
17:02
mass land destruction versus mass discard I very
17:04
much agree with you whereas mass discard just
17:06
feels a little bit worse and I'm not
17:08
entirely sure why. I
17:11
think it's because commander is about
17:13
game actions and
17:15
when you do not have like when you when
17:17
you're having the most fun in commander is when
17:19
you're doing the most. So when you deprive
17:23
all of your opponents and often yourself
17:26
of the opportunity to do anything
17:29
more than just draw a card and hope it's
17:31
a spell that you're taking
17:33
away their ability to participate in the game where
17:35
if you blow up all their lands they
17:37
can still hit land drops they can still cast spells
17:39
in their hand they can still be flexible they might
17:41
still have rocks on the board there's still options and
17:43
most of the time when all the lands are blown
17:46
up the game's over. If they strip your
17:48
hand they haven't furthered the game
17:50
at all they haven't put themselves in a
17:52
more of a position to win
17:54
they've just prevented you from playing. It's a
17:56
lot more like suffocation rather than a big
17:58
blow to. Your plan.
18:01
Yeah, and this is often I like
18:03
I think mind slicer is a very common version
18:06
of this effect where people
18:08
think it's fun to play mind slicer and loop
18:10
mind slicers and it just You're
18:13
like great kill me that was that was literally
18:15
exactly that yeah lesson that I learned after about
18:17
a year of playing commander I had the chainer
18:19
deck that was my first commander I'm like what
18:21
if I put mine slicer in cuz I can
18:23
play the mind slicer sack the mind slicer bring
18:25
it back Make sure nobody else can do anything
18:28
and I obviously have managed activate chainer So I
18:30
can continue to do things whereas nobody else can
18:32
so like that'll be great And then I played
18:34
it a few times. I was like this
18:36
is miserable. Yeah, I don't like this am I
18:39
winning? Yes, but
18:41
it takes some time and nobody else is having fun.
18:43
So why is this in here? so I eventually just
18:45
took it out and Just
18:47
went on with my life and put in the cards that
18:49
I thought the table would enjoy a little bit more I
18:51
think a lot of people go through this growth
18:54
period as a player where you're like Oh,
18:57
I can play eight mana enchantments and
18:59
commander Here's a deck and your
19:01
curve is insane and then you go through this adolescence period
19:03
where you're like Oh, I can do
19:05
this necklace with that and then I do this and
19:07
then the growth paths that
19:09
is here's probably why I won't do That
19:11
yeah Like
19:14
if you go to a jazz club or something just watch
19:16
that drummer he can throw down he's not
19:18
gonna yeah one time and
19:20
I rock
19:25
me Yeah,
19:29
I I think a big difference
19:31
for me is like math land instruction
19:33
can be okay depending on how it's
19:35
deployed mass hand removal I don't
19:38
think I am never comfortable with there's
19:40
never a scenario where I'm like this
19:42
is This
19:45
is okay. You want it. You're here to play cards
19:47
and I'll not let you play cards. Yeah It's
19:50
just it feels like now you've removed your
19:52
three opponents. Great. We're gonna slowly watch you
19:55
Yeah, thankfully with mass discard it tends to the
19:57
commander tends to give away that you are playing
19:59
a master card strategy. So
20:01
if you're playing something like Turigrid, well, we know what you're going to
20:03
do. You're going to strip our hands. And that's
20:05
one of the reasons why people don't like that commander
20:07
very much. Same with Tiny Bones. You
20:10
look at that and you think, oh, well, they're just going to
20:12
make me discard lots of cards and then a crew advantage off
20:14
of that. So you can usually look at that and say, eh,
20:17
I don't know if I want to play in this pod or
20:19
I don't really want to play against that deck. You got anything
20:21
else? So it's usually something that you can identify early on, which
20:23
I do like about it. But yeah, if
20:25
you're in the middle of a game and suddenly your entire
20:27
hand gets stripped, it is such a
20:30
feel bad. Yeah. Were you in that game with me? Uh, yeah.
20:34
So this was a game at a
20:36
Post Malone party one time. Okay. And
20:39
turn one, our opponent wheels.
20:42
I don't think I was in that
20:44
game with you. Okay. Well, that's the
20:46
story. Mulligan everybody. And then, uh, yep.
20:48
And I didn't draw any lands. So
20:50
I sat there and did
20:53
nothing the whole game. And everybody
20:55
was like, oh, do you want to, do you want
20:57
us to scoop or whatever? I'm like, I got the
20:59
time. Yeah. Let's just do it. Like, yeah, that's a
21:01
lot of the time I call the
21:03
bluff on like, okay, either I'm
21:06
going to rise to the challenge and
21:08
overcome the suffocation or the mass
21:11
land destruction, or
21:13
you're going to see how it makes everybody feel
21:16
or what the effect is of what you did
21:18
rather than like, Oh, you just
21:20
did some bombastic thing that was silly. Then we
21:22
all started a new game. That card doesn't say
21:24
start a new game because you got
21:26
rid of my hand. Yeah. Yeah.
21:29
It's, um, this is an interesting one.
21:31
I don't think it's as popular. Uh, like, I
21:34
think people, no, I, people are pretty wise
21:36
about it. I think generally played against tiny
21:39
bones and all that stuff all that often.
21:41
And really I haven't had my hand wheeled
21:43
like Narset wheeled since whole breacher was banned.
21:45
Yeah. Cause I got it. It happened a
21:47
lot when whole breacher was legal. I think
21:50
that's because people were like whole breacher value.
21:52
It gives me treasures in it goes. It's
21:54
a pirate he, he funny. And you're like,
21:56
no, no, don't do that. No,
21:58
don't. All right,
22:00
this next one sort of rhymes with the other two that
22:03
we've mentioned before, but it's don't monopolize the
22:05
chess clock. And what that means is
22:07
just take up way more time than
22:09
your opponents do. So mass
22:11
discarding kind of rhyme with that because usually I'll keep
22:13
my hand, you guys lose yours. But
22:16
it's also like in
22:19
1v1, there's guardrails for this, right?
22:21
There's judges, you can call them
22:23
for like slow play, or there's
22:25
just chess clocks generally in
22:27
MTGO. You're limited in
22:29
time. Commander there's no guardrails. So
22:31
when your turn gets longer and
22:34
longer and longer, and you're making
22:37
three times the number of people wait, it
22:40
becomes more and more and more frustrating
22:42
to play against. And
22:45
I think this is, there's a lot of strategies
22:47
that do this, like create an engine and sort
22:49
of dirtle. This also applies to
22:51
an extra turn stick. Like
22:55
at least if you feign a sense of urgency,
22:58
or if it's clear that you have a plan, or
23:01
like oh I can't find the one card that I'm
23:03
tutoring for, rather than what does this card do again?
23:06
Okay, between these five cards as I'm tutoring,
23:08
like dude, you got to pick something. You have to
23:10
make it a choice that is
23:12
not optimal right now because this is my
23:14
time. That is exactly what I
23:16
want to talk about because I do think this
23:18
is a huge difference between competitive play and commander
23:20
play, is commander players
23:22
make suboptimal decisions all the
23:25
time to conserve time. Like
23:27
we fetch on our opponent's turns. We
23:31
will tutor and pass the turn,
23:33
and the next player will start while
23:36
the tutoring is happening, which obviously gives
23:38
the tutoring player more information, but it
23:40
conserves time for everybody at the table.
23:45
A lot of the time if you've got a complicated
23:47
sequence, you just start, you're
23:49
like I don't know, I'll cast this and just see how the
23:51
turn happens. Yeah, and if you're like oh wait I think I
23:53
did that wrong. Can I back up a couple steps? People are
23:55
usually like yeah it's fine. And
23:58
it's those kind of things. Obviously,
24:01
don't mean you don't play as precisely,
24:03
but they save the table time and
24:05
they mean that people aren't just sitting
24:07
there watching you fetch. Yeah,
24:11
I think for us, like
24:13
what makes our show so hard to make is
24:15
we have to do everything optimally whether
24:18
we risk invalidating the game for
24:20
the viewer. Like cracking
24:23
fetches at socially appropriate
24:25
times versus the absolute optimal time
24:27
and all that. That's why
24:29
I love so much about the live shows is we would
24:32
use the clock to be like, oh,
24:34
I'm going to crash my fetch on Jimmy's turn. And
24:36
the clock was all about like, we don't want
24:39
people to sit around and watch Josh be like, hmm,
24:41
should I get a forest or a
24:43
surveillance or a triumph? What's best to
24:45
do? Eventually, people like kind of got the hang of
24:47
it. They were like, oh, so this is how we're
24:49
doing it versus on game nights where what the audience
24:51
does not see is you sit there, you
24:53
are searching, you're like, do I get this? Do I
24:55
get this? I don't know what to get. And then
24:57
it's like, oh, take your time. Oh, if you're not
24:59
sure, let's pull up a deck list on the side.
25:01
You can take a look through your deck list. Your
25:04
team's whole job is cutting out all
25:06
that boring crap because there's so damn
25:08
much of it.
25:11
I mean, I think this is really interesting
25:13
because we do all the
25:15
tutoring to conserve time, but there's other
25:17
choices that you make that are suboptimal
25:19
to protect the game. Nope, not me.
25:22
Where it's like all the
25:24
way straight and narrow. Never made a mistake.
25:26
No mistakes from our, this is what we
25:28
call them. You'll
25:31
see players run out when cons
25:34
are unprotected just to be like, yeah, we'll see
25:36
what happens. I don't care. I
25:38
think flunging is funny. Yeah,
25:40
players don't play board wipes when
25:42
they're going to die just because
25:45
you know what? It's time
25:47
for the game to be over. I could play
25:49
this board wipe, but all we're going to do is rebuild. See,
25:52
that's interesting. I never do that. Yeah?
25:55
Yeah. If I have it, you slam it. Yeah.
25:58
If I have it, if I think it can give me any sort of sort of like
26:00
chance in the game, I will do it. Even
26:02
if. That's where the difference is. But if it doesn't give
26:04
you a chance, if you're like, look, I got two other
26:06
cards in hand, I'm not gonna close it out, do you
26:08
play it? I mean, it'll give
26:10
me a better chance than absolutely dying. Yeah, right. I
26:13
would rather let somebody have the small
26:16
bit of joy that they get, like if we're talking about a
26:18
lunch mender game where we gotta end at a certain point, I'd
26:20
rather just plunge and then eat
26:22
it. For example, in a game just now,
26:25
I cast the card delete for 16, I was at 17, I go to one.
26:30
Swing and I
26:37
put out a blight steel colossus going to the other
26:39
player and I'm gonna win, okay?
26:42
But then Damon ventures into a dungeon and
26:44
each player loses one life and I die.
26:50
There was no planet where I needed to do 16.
26:53
I was like, you know what would be funny is if I did everything
26:55
but one life, if I had done
26:58
one less, I would have won. But
27:00
that's the type of sub-optimal play of like,
27:03
okay, quick decision, that
27:05
one. I'll go to one, I don't
27:07
know. I'll draw everything in my deck except three. I
27:10
don't know, it's an arbitrary decision, but I'll put three in
27:12
there. But I gotta make a decision right now, I could
27:14
do the math and get it right or I could just
27:16
move on with my life and what we're trying to do
27:18
is have the thrill of victory and the agony of defeat.
27:20
It's gonna be one of us. Yeah,
27:24
that being said, I still feel like that's a little
27:26
bit different than sandbagging a board wipe or not because
27:28
that one is, you know what? I
27:30
think I got this. If I don't, no
27:32
biggie, but we're just gonna go for it versus a board
27:34
wipe of, oh, I don't think I got this. Let
27:37
me try and like, fault my way back because
27:39
like we were talking about, I think that the
27:41
best games are the ones where you are down
27:43
a bunch and you have to figure out how
27:45
to fight your way back. Those stories don't start
27:47
unless you start trying. And personally, unless obviously we
27:49
do have a time constraint. Right, like we were
27:51
gonna catch a flight recently. Yeah, if there's time
27:53
constraints. Would you have wiped the board? No, that's
27:55
a totally. When we started boarding the plane? Totally
27:57
different story. Is it? Yeah, if there's a time
27:59
restraint. Okay, and we're like oh well we have
28:01
to be somewhere in 20 minutes then yes We're
28:05
under somewhat different rules, but
28:07
if it's just a regular game of commander at a
28:09
commander night Nobody has a particular time to be home
28:12
Then I will do that 100% of the time because
28:14
I don't know I just want to at least feel
28:16
like I've tried and I want Other people when they
28:18
play against me to try their best as well Yeah,
28:21
I think when it's time
28:23
to compete and be in that mode That's
28:26
one type of thing But I just find myself not being
28:28
in competitive mode if I'm on the way out, and I'm
28:30
gonna die Yeah, I'll block
28:32
and kill that creature because I hate it, and I'll just
28:34
let the rest come through I'll do that. I'll let the
28:36
rest come through all right you guys have a great game
28:39
Yeah, you know versus like I'll see players
28:41
who are very skilled be like let
28:43
me block this that and then I'll
28:45
die Yeah Brother you're gone
28:49
That's something that Josh does very often where I wasn't gonna
28:51
say it, but that was who I was thinking Well
28:54
he said on the podcast multiple times and you
28:56
can see in the gameplay it's a bit consequences
28:58
Yeah, he's like if you're going to take me
29:00
out I'm going to go down like throwing the
29:02
last punch like it has to be Consequence for
29:04
you trying to take me out there has to
29:06
be something that it's costing you and I think
29:08
that's reasonable Do I do that every time
29:10
no, but I totally understand that that perspective yeah
29:13
I the interesting thing about these three
29:15
rules that we discussed no math
29:17
land destruction no math discards not
29:20
don't monopolize the chest clock is I Think
29:23
they all can sort of be rolled up into
29:26
into one thing where we're like we don't
29:28
necessarily believe no math land destruction we probably
29:30
believe no math discard and we understand that
29:32
the chest clock is kind of a Vibes
29:36
thing yeah, yeah But what
29:38
if they can all sort of be synthesized
29:40
into is commander players do not like actions
29:43
that just slow the game down
29:45
Yeah, that only Drag
29:48
things out because commander games are long
29:50
There's four people dedicating their time to
29:52
this and if you can
29:55
make game actions that don't further your
29:57
position in the game and Just
29:59
make things slow lower, that's where the
30:01
majority of Commander players can get
30:03
very frustrated. Yeah. Honestly,
30:05
even if you are progressing to your game, even
30:08
if it's just incrementally, then
30:10
there can definitely still be that, well,
30:12
I am sitting here doing absolutely nothing,
30:16
and that is not fun. Like you were saying, a lot
30:18
of people will say, hey,
30:20
this is the one or two few games that I can
30:22
play. Like if you've ever been to a magic convention,
30:24
you kind of go into it expecting, I'm going to play
30:26
like 10, 15 games of Commander. At
30:28
the end of the day, after a single day, you're like, I
30:30
got a three, maybe, maybe.
30:34
And I got sick. I
30:38
think this is interesting because we were talking about this the other day, Commander
30:41
players in a week will
30:43
play like three games, maybe,
30:45
and we play a lot. Yeah,
30:48
I think if you have an office
30:50
full of people who can play, yeah, but
30:52
before I was working
30:55
at this spot, I would get to play once every two weeks.
30:58
Maybe once every three weeks, depending on... And how many
31:00
games do you play? If I wanted to do something
31:02
on a Wednesday. Like two, maybe three games every two
31:04
weeks, right? Yeah. Whereas
31:06
one-to-one players, if you're new to Commander and
31:09
you come from this organized play thing, you
31:11
play 20 games. Yeah. Because
31:13
there's so many different options for you for what you play. Because
31:15
they're shorter and you can play like, you
31:17
play three in a match. Yeah, you play Arena
31:19
all day long. All day long, you play
31:21
so many games. So if you have
31:24
one bad game, it doesn't matter. If
31:26
you're like, ugh, that game was not fun at all, it
31:28
doesn't matter because you have another game lined up. In Commander,
31:30
if you're playing three games in a
31:32
week and one of them is terrible
31:34
and you do nothing, you didn't get to...
31:37
You actually participate in the games that you
31:39
got to play. So those games are so
31:42
much more precious to Commander
31:44
players than they are to anybody who
31:46
plays 1v1. Yeah, it's not just the
31:48
game lengths, too, because in 1v1, you're taking
31:50
up approximately half of the time with your
31:52
game actions. But in a game of Commander,
31:55
it's way longer and you're
31:57
only one fourth of that. your
32:00
initial game actions are going to be less. And so
32:02
what a lot of people will do when they build
32:04
decks is, oh, I want to do lots of things.
32:06
The problem with that is that the more things that
32:09
you do, automatically that means the less stuff other people
32:11
do. So yes, you do want to do a lot
32:13
of things, but you also have to be cognizant that
32:15
you're not going too far with that and making it
32:18
other, on fun for other people. I think one-to-one can
32:20
be a lot of call and response too, a lot
32:22
like fencing of, you know, parry,
32:24
parry, thrust, like, you know, but
32:28
Commander is a lot more like the fire
32:30
making challenge in Survivor. You're
32:33
trying to get something off the ground and then there's a little spark
32:35
and it catches you like, oh. And
32:38
then you're trying to watch these people and you're
32:40
like, oh, that guy's so far behind. There's no
32:42
way that he's gonna do this. She burned it!
32:44
The little flag! Chap goes like this! Come
32:47
on in guys. We literally do that in Boy Scout. At
32:49
Boy Scout camp, we would get all the troops together and
32:51
that was one of the challenges that we would do is
32:54
you would have to build a fire and then you burn
32:56
the rope exactly like that. But what's really not fun is
32:58
when you watch somebody not even able to
33:00
spark the flint, which
33:02
I think encompasses the first two and these
33:04
girls pretty well. Or
33:07
when somebody just dumps gasoline on their thing
33:10
and then lights a fire like, easy fire,
33:12
easy fire, firemate. Yeah, I've done it. You're
33:14
like, I'm trying to do this with a
33:16
flint? Why did you bring gasoline? Do
33:20
that. They don't know where they're at.
33:24
I like many of the blurry lines
33:26
in Commander. The next rule that we
33:28
are gonna talk about actually kind of
33:30
contradicts with what we've talked about so
33:32
far. And that can be some
33:34
of the frustrating things about playing Commander. But
33:38
we're gonna get to those rules and many more
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35:57
If you're watching this, that means you like games. Specifically,
36:00
strategy card games. Yeah, and we've got a
36:02
new one to share with you here that
36:04
we've been playing around the office a ton.
36:06
It's called Kinfire Delves Scorn Stockade. It's basically
36:08
a dungeon run where you face a series
36:10
of challenges before taking on a powerful final
36:12
boss. And it really is perfect for Magic
36:14
players. It lets you use your skills for
36:16
the Commander, but in a co-op setting that
36:18
rewards you for good threat assessment, teamwork, and
36:20
planning ahead. Scorn Stockade is easy to learn,
36:22
but you've got to be smart if you
36:24
want to win. Because the challenges change every
36:26
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36:28
and they've all felt different, which is pretty impressive considering
36:31
it's only 20 bucks. Yeah, it is an
36:33
amazingly high quality product at that price. The
36:35
cards, the dice, even the box, they all
36:37
feel premium. On its own, Scorn Stockade supports
36:39
up to two players. But if you pick
36:41
up the previous Kinfire Delves set, being Glory's
36:43
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36:45
four people. So it's great for mixing things up
36:47
with your Commander pod. Exactly. It'll give you
36:49
a chance to work together and, you know,
36:51
heal the wounds from those shady political deals
36:54
that you made. Uh, that's more of a
36:56
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36:58
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37:00
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37:11
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off. You're browsing for some
37:18
new tech? Yeah, I'm building T-Mound Archidex.
37:20
Ooh, how about Zurgon's Ojita? Did you
37:22
just drag and drop that card image
37:24
directly into your deck? Yep, with Archidex,
37:26
you can drag and drop card images
37:28
from EDH records scryfold directly into the
37:30
deck list. No typing required. That is so
37:32
cool. Ooh, okay, check this out. I'm gonna
37:34
drag and drop Dragon Storm into the deck,
37:36
and then boom, I'm gonna drop a bunch
37:38
of dragons on the battlefield. A nine drop,
37:40
huh? Seems ambitious. It was just for the
37:42
pun. Archidex is the
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best place to browse, brew,
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and playtest Commander decks. Just
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go to archidex.com/CommandZone to get
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started. That's archidekt.com/CommandZone. Welcome back,
37:53
everybody. We are talking about
37:55
the Unwritten Rules in
37:57
Commander. Written here on this sheet
37:59
of paper. We
38:01
wrote them down. We wrote down unwritten rules so we
38:03
have to change the name of the episode now written.
38:05
This is a cursed piece of paper. I'm
38:08
sorry, we're going to have to burn these after. I
38:11
promised a rule that contradicts everything we've
38:13
been talking about before where we're like
38:15
consciously trying not to extend the game
38:17
of Commander. But I've also
38:19
heard the rule that we just don't concede.
38:22
Commander players don't concede ever. Especially
38:26
compared to 1v1 players where you're like when
38:28
you've lost the edge and you do not
38:30
think you will recover, you're like yeah, I'm
38:32
done. I'm done. I'm done. Totally fine. I
38:36
love conceding for the benefit of others. I'll
38:40
tell a story about Chicago. There
38:43
is this awesome kid who I get to play
38:45
with every single time and he was really excited.
38:47
He wanted to go meet his buddies and stuff
38:49
and we're there with his dad. I've
38:54
been there playing a long time. My back was killing me and all
38:56
this stuff. But it really
38:58
didn't hurt that he wanted to
39:00
get up and go meet this creator who was about
39:02
to leave or something like that. I was
39:05
like, you know, guys, I
39:07
think I got to go. I don't think I
39:09
can finish this game. This is my favorite concession
39:11
ever. That
39:15
vibe is probably like on the higher end
39:18
of the spectrum, but it is
39:20
a spectrum on the lower end to like if
39:22
this is miserable, why are we doing this? Yeah.
39:24
Why are we trying to get out of this? I think that's
39:26
a fascinating thing because I do think commander players
39:29
expect a full arc. Like I have
39:31
a game from when I was new in commander where
39:33
I was playing an underpowered deck against
39:35
a mono blue chain veil to fairy
39:37
deck. What? Yeah. And
39:40
I know now that that was completely insane.
39:44
But at the time, I was like,
39:46
you know, I didn't know. And at
39:48
one point he goes, I make infinite mana
39:50
and I draw my whole deck and I
39:53
go, how do
39:55
we die, though? Yeah, I
39:57
love that. I wanted to die. I
39:59
wasn't dying. Yeah and I would like
40:01
a sure. But. I'm still live full Like
40:03
how do you do when. How are you
40:05
winning right? Now because I wanted to know how the
40:07
game ended. A because if you to do all that
40:09
them as I am so forty I have got legs
40:12
and stuff going on for moment and then he was
40:14
like I had a capsized the all of you permanence
40:16
I dig into Returns I kill You The Mole Drifter.
40:19
And. I'm like what a horrible
40:21
story to avoid over there. And
40:24
I was like i guess you have me
40:26
I remember reading like like I didn't want
40:29
to just be like I'd I guess we're
40:31
done and scoops of ice and you for
40:33
playing board games where you play until you
40:35
win and when you when you did today
40:37
we did it go to but I'm so
40:39
that was the that felt bad to read
40:41
that felt you add yeah yeah because I
40:43
wanted I wanted to play until the game
40:45
was over and obviously it wasn't and when
40:47
the him at some point yeah but. Com
40:50
a condescending to to like Rosenhaus
40:52
could yeah doing do you like
40:54
better the As would do everything
40:56
via our roads in a drama
40:58
whole deck vs. when yes like
41:00
of when you're gonna moment there's
41:02
a lot of free stuff out
41:05
there. Fifth. Allow me to
41:07
tell youth take your. That's another thing lately.
41:09
Both are like when you have to tell
41:11
somebody. What? Are you targeting the
41:13
losers? We just kind of speed through three hundred
41:15
noon or I need you to name a target.
41:18
First tier is like as the same kind of
41:20
thing is like or destroy the whole determine when
41:22
and yeah, It's like you don't
41:24
want a tip, your hands be polite, but
41:26
people are just like try sort of things,
41:29
possibly to help with the previous. I have
41:31
to say I'm so. I think I'm seedings
41:33
really interesting and I think it's It's a
41:35
big culture. differences in one be one end
41:38
and in commanders were like enough. Oh, I
41:40
concede you got it, were done. Ah, but
41:42
in commander there's an expectation that even if
41:45
you lock the board out, The
41:47
game nc when my life total go
41:49
to zero my my deck disappears that
41:51
you do the things so. I. I think
41:53
it's really important that you build a deck that can.
41:56
Do. That can win
41:58
the game completely and like. Obviously.
42:01
And. Post the or if you have your
42:03
whole deck than I think you need to
42:05
memorize your lines. See as one thing I
42:07
really like about playing with those competitive players
42:09
who aren't quite Cdh yeah yeah, they're more
42:11
like a rich mediates. Now
42:15
that other we might have the resources
42:17
out there is a i swear I
42:19
like about playing with by like sounds.
42:21
A lot of I'm have this like
42:23
athletic mindset like obviously you know Tacis
42:25
is like this, where's when he's got
42:27
a deck? He knows his mindset. I
42:30
love that place because it. It
42:32
shows you've practiced, you know stuff and
42:34
ah, told a story on the podcast
42:36
before the one time I dropped assault
42:38
or guardians and just don't post starts
42:40
scooping up. And running as to
42:42
what you when, right? Yeah, yeah, so do
42:45
I know I just make another clue. But
42:51
yeah that is. It's so cool
42:53
this asked what? being competitive and
42:55
you know taking what you do
42:57
seriously thing? A give you
43:00
relevance like that's the type things you should have
43:02
in that situation of friends. Not okay if you
43:04
want to know. Here's what I do. threads
43:06
discarded us to do this garden and it's over. That's
43:08
one reason why it of that it's. A.
43:11
I feel it's manner play. It was like what
43:13
this and a second but many players expect a
43:15
story arc rights where the the game everybody bills,
43:17
everybody races, somebody wins, We handle it. Somebody wins,
43:19
They handle it's and then somebody. The game.
43:22
It's like they somebody wins the games. And
43:24
if you go from like slowly
43:26
years, squeezed to death until. Your
43:28
opponent's wants to leave says not
43:30
a movie I would watch known
43:32
her sister about a boa constrictor
43:34
that slippery tilford at. Horrible.
43:37
Ah in. It
43:39
so he really when you build a
43:41
deck that that's the intended stories, it
43:43
really affects how. People. The
43:45
people's expectations of the get it up again.
43:47
It goes back to what are you doing
43:49
here when you showed up today When emotions
43:51
did you think? did you think that everyone
43:54
at when you sat down the that table
43:56
you learned about his name arrows going to
43:58
go. Oh are ever going to go. Okay,
44:00
that was pretty cool. I've never seen that
44:02
before. Or you wanted to make
44:04
everybody submit to your will. Yeah,
44:08
one thing before we move on from
44:10
conceding is that I feel like one
44:12
of the big taboos of conceding is
44:15
where you will concede to screw another
44:17
player over, where someone's like, all
44:19
right, I think I got this. All right, do this, do
44:21
this, do this, do this. All right, I just have to
44:24
connect with my sword-feasant famine. All right, Jake, I'm gonna attack
44:26
you with my creature's sword-feasant famine. You're like, all right, in
44:28
response, scoop. You don't get that trigger. And
44:30
that is something that's, obviously
44:33
you should not be doing. All right, we
44:35
should lay this out. All right, Murph, I
44:37
want you to screw Rachel over, okay? Murph,
44:40
I'm gonna attack you with my 91-91
44:42
double strike lifelinker. Okay. Wait,
44:45
you're screwing me over. Yeah, I'm screwing you over. I
44:47
had to get to Rachel, okay? Exactly. And now, what
44:49
do you... Yeah, I'm just gonna scoop. Oh,
44:51
okay. No comment, David. I attack you with my
44:53
three-three in the air. Hey, Murph, come here. Listen,
44:55
when you do stuff like... Rachel,
44:58
I'm trying to talk to Murph right now. Sorry, sorry.
45:00
When you do stuff like that, it kind of warps
45:02
the game and invalidates our whole thing that we've been
45:04
building to. Like, we all sat here for an hour
45:06
and a half kind of doing this.
45:09
And I'm glad you had fun.
45:11
Whatever, we always play cards, and it was awesome.
45:14
But the one note I would give is I
45:16
just didn't enjoy that. That type
45:18
of conversation is so easy to have. I
45:20
think that is where conceding in and of itself
45:23
gets a bad rap. So as far as me
45:25
personally, I always just kind of house-rule, eh, sorcery
45:27
speed concessions only, but I don't think conceding in
45:29
and of itself is a bad thing, especially
45:32
with how much of a bad rap it gets.
45:34
The other thing is we say concede at sorcery
45:36
speed. But what we mean is don't
45:39
weaponize concessions. That's exactly what I was gonna say.
45:42
Making a rule out of things. That's what we
45:44
mean. But the thing is, commander players expect rules.
45:46
And a rule is only concede at sorcery
45:49
speed. But the truth of that is... Be
45:54
nice. We're magic players. We love min-max in
45:56
things. What I love
45:58
is you give me a rule. I know how
46:00
to exploit it. Yeah, like okay You give me
46:02
a card every single turn and I'm allowed to
46:05
play a land without you know any extra rules
46:07
How far can I push those? Yeah, how far
46:09
can I push this? Sure. And that's just kind
46:11
of I have to discard the end of my
46:13
turn Okay, what can I do with that? Yeah,
46:15
and I totally understand that that is what magic
46:17
players are at their core But at the same
46:19
time you just have to be cognizance of the
46:21
other people that you're playing with in commander. That's
46:24
Just how commander works. I'm sorry We're
46:27
very social game by definition social game we're
46:29
super in tune like we say it a
46:31
few different times invalidating
46:34
the game is the biggest danger when
46:37
we're talking about live shows we have
46:39
a couple cool ideas for okay, what
46:41
if the audience could Whoever
46:43
they wanted to win they
46:46
get a bonus they get to draw a card They
46:48
get a treasure token or something what happens when you
46:50
do that it suddenly it wasn't a game of commander
46:52
anymore It was a game of audience commander. Yeah, like
46:54
that's why we love the cube of consequences because it's
46:56
fair, you know but
46:59
When you start monkeying with the rules like that, it's Yeah,
47:02
it's a concession is a tricky point
47:04
and honestly, we could do a whole episode
47:06
about concession alone But I
47:09
love popcorn we're gonna get to the summary of
47:11
all of these rules in a second So the
47:13
next one is when you hear all the time
47:15
and it's don't win out of nowhere no
47:18
in like no infinite combos or don't
47:20
or like No
47:22
torment of hell fires or no What's
47:25
the word the spell? I'm expropriate where if
47:27
you resolve one If
47:31
you resolve one spell the game was right
47:33
my games are never over with expropriate because I'm
47:35
too bad of a Really
47:38
funny because Jake plays expropriate
47:41
But doesn't play any torment of hellfire effects
47:43
and I don't think ever would I play
47:45
torment of hellfire effects Mm-hmm, but don't play
47:47
expropriate and I don't think I ever would
47:49
which is bizarre to me. Okay. Well, the
47:52
deck that expropriate Some
47:58
respect in my name that
48:00
blaze expropriate, well I guess 11 does. But
48:03
easy merb. My
48:06
rhythm magnificent
48:09
is where I casually will play that card
48:11
because you tuck that under something and you
48:14
get multiple expropriates in a turn. Like
48:16
okay, like you're probably gonna
48:18
go off and do the thing and have the
48:20
carnival explosion that you need to or... Yeah,
48:23
but here's the problem with that is because
48:25
what we've talked about before is we do
48:27
not want one player taking up a lot
48:29
of game time. The problem is when you
48:31
do that is you tuck it underneath and
48:33
it's non-deterministic because with your commander you have
48:35
to do die rolls to try to hit
48:38
it. So it's not all right, I copy
48:40
expropriates infinite times, I get all your stuff,
48:42
have infinite turns and I win. It's
48:45
well maybe I will chain enough expropriates together to win
48:47
and so then we just kind of have to
48:49
sit there and be like all
48:52
right and now we wait. Let's
48:55
be honest and vulnerable here for a second. How about that?
48:57
Sometimes on podcasts sometimes it feels like a
48:59
PowerPoint presentation and sometimes it's the vulnerability podcast.
49:02
So I think with that deck in
49:04
particular I do agree with you
49:06
and I have the same problem with Eleven and Max
49:09
is if I get command performance or
49:11
expropriate out under attractions and I can
49:13
start copying those over and over again,
49:16
it's like I don't know when this loop is
49:18
gonna end. I don't know
49:20
when I'm gonna get off the ride and I'm
49:22
making everybody watch me do this and sometimes it
49:25
can be really embarrassing. Because
49:27
I'm being so sensitive to the people who are around
49:29
me which leaves that deck in the
49:31
bag on a lot of nights. You have
49:33
to be with the right group who's willing to
49:35
sit there and watch you do that. If I
49:37
meet somebody for the first time and they watch
49:40
me loop command performance and expropriate over and over
49:42
again, that guy was a jerk. That
49:45
guy was an idiot. All his decks are like
49:47
that. I'm not playing with that person again. But
49:49
if I share that one experience with you
49:52
once, twice a month, you're not gonna
49:54
kill me. It's a cool deck.
49:56
I've definitely had times where I've been frustrated by that and
49:59
like well... Here we are again, and
50:01
I have to wait 20 minutes before we figure out
50:03
if we win or lose. But also, there have been
50:05
very cool games with that deck. And
50:08
some of them are still off the back
50:10
of expropriate. So it's not necessarily very super
50:12
well-defined, but it is something that you have
50:14
to be aware of. So
50:17
I think this section is, we've talked
50:20
a lot about the chess clock, but I
50:22
think the winning out of nowhere thing is
50:24
something different, where it's if this spell resolves,
50:26
the game is over. Where everything we've done
50:29
up until this point, it
50:31
doesn't matter, because this one spell
50:34
resolves. And the expropriate can feel
50:36
like that, especially if everybody gives you the extra turns.
50:38
But I think this is like a torment of hail fire, or
50:41
if you have a heliad on the board and you
50:43
resolve a walking ballista, and I just ping you all
50:45
to death. Are you thinking of another certain card? A
50:48
card for the T? And ends
50:50
with Asa's Oracle? No. It's Asa's Oracle. That's a
50:52
great one. I was thinking of an experience we
50:54
had with Triska Decafile. Sure. The ability goes on
50:57
the stack, and we were all like, oh,
50:59
wait a second. Wow, it is 13, isn't
51:01
it? Yeah. Because she wins.
51:03
A lot of alternate win conditions can
51:05
feel this way if they don't have the
51:07
same sort of progressive build to them. And I
51:10
think that's an interesting thing, because you put
51:12
so much into a game. You've invested so much
51:14
into this. So if one thing happens that you're
51:16
like, oh, I guess all of
51:19
this doesn't matter because you have 10 treasures,
51:23
or whatever the black enchantment is,
51:26
that says if you have 10 treasures, you win the game.
51:29
Revel in riches. Infinite
51:31
combos for me are probably my personal biggest
51:33
sticking point. I'm not saying that that's the
51:35
case for everybody. But if you have an
51:37
infinite combo in your deck, to me, you
51:39
are now high powered, and you
51:42
deserve to be treated differently, because we
51:44
are no longer trying to build
51:46
up until something and then having to pay off for that.
51:48
You might at any point say, well, I have these two
51:51
pieces. I play piece one, I play piece two, and
51:53
I win. And that's a different type of game.
52:00
Then one that at least personally I
52:02
would consider to be casual now that
52:04
being said I love games Where everybody
52:06
has infinite combos and everybody is aware.
52:08
That's what we're all trying to do
52:11
CDH just high-powered commander where you're
52:13
all like doing race cars don't necessarily have the
52:15
most amount of interaction But you're just trying to
52:17
go as fast as you possibly can those are
52:19
very fun games because everybody is aware Here's what
52:21
we're trying to do and stories and
52:23
still come out of that and the thing about
52:25
that is for me That's not winning out of
52:27
nowhere. Yeah, because it's weird because that's the
52:30
expectation Yes well If this expectation is
52:32
set at the beginning of the game where it's like
52:34
there are there Infinite combos are something
52:36
that we are building to and if I've tutored
52:38
twice you need to be ready Yeah, that is
52:40
a build that's a different kind of build. But
52:42
if you're playing in a casual game Where
52:45
the expectation is that we accumulate
52:47
resources until somebody overwhelms the board
52:50
then it feels Totally out of
52:52
nowhere and you're like well, I wasn't even fighting on
52:54
that axis Yeah, and to me what you could bring
52:57
a jackhammer to this like it. Yeah, it's
52:59
a it's just a totally different
53:02
thing Where that winning out of nowhere feels
53:04
different? Yeah, people are always saying oh, well,
53:06
my deck is power level this my deck
53:08
is power level That and power level obviously
53:10
we've talked about it before hard thing to
53:12
quantify Yeah, but that is the divide that
53:14
I usually find between casual and high power
53:17
commander Which are you trying to do? Are
53:19
you trying to build to something and then?
53:22
Do something from that point or are you trying
53:24
to not necessarily just combo off but win
53:26
kind of no matter what? Yeah
53:30
So winning out of nowhere. That's a big one that's been talked
53:33
about a lot The next rule is
53:35
interesting because I do think it goes in this
53:37
same sort of category. It's Fast
53:39
mana is not casual Soul
53:42
ring and if you're a one-to-one player, you're like what?
53:46
What the most busted and powerful mana rock
53:48
in the game probably are one of those
53:50
cards are legal and you're not playing them
53:52
I think it's the mindset of yeah, yeah,
53:55
and the the so this is a very interesting
53:57
thing I I think the difference with solar or
53:59
soaring is of course, accessibility. Everybody
54:01
has access to Sol Rings, the
54:03
Sol Rings sign. It's a dollar or two. But
54:06
if you start talking about Manicrapt and Jule Lotus
54:08
and even Manavault, I think, is treated this way,
54:10
even though I don't think you, us
54:13
would be like really surprised
54:15
to see a Manavault. Those are
54:17
the kind of cards that if they see
54:19
play at a progressive table, at an accumulating
54:21
resources table, people will be surprised because
54:24
they live in a more competitive space. And
54:26
I think it's because they interrupt this thing that
54:29
we've been talking about a lot. They interrupt the
54:31
game narrative, where they give you the
54:33
gasoline for your fire, right? Where it's like, we're
54:35
all here with flints and
54:37
you brought a flamethrower. And
54:39
that's not what I was doing. And that's always
54:41
the tricky thing, is that you do, it's
54:43
not bad to have one person get out ahead early, but
54:46
what you don't want is you don't want one person to
54:48
get out ahead so much. It just makes
54:50
everybody else's game completely invalidated. You want it to
54:52
be a challenge, all right, they're ahead, what can
54:54
we do about it? Yeah, sometimes you band together
54:56
and you do it. And other times, well, maybe
54:58
you don't. That does not automatically mean that that
55:00
person's deck was too powerful, but it
55:03
can be a very good indicator of that. Yeah, and
55:05
I think that we can move right on to the next
55:07
rule, which sort of combines the, we don't concede,
55:09
we don't win out of nowhere, and casual players
55:12
don't play fast mana, is
55:15
this game narrative that we've been talking about,
55:17
where it's like, when I
55:19
sit down for a commander, like a casual commander game, you
55:21
sort of expect that we're all gonna sort of walk
55:23
along the path and we're gonna run into a problem
55:25
and we're gonna solve it, and then there's a new
55:27
problem. It's like King of the Hill, where everybody gets
55:29
to be on top of the hill at some point,
55:32
and then somebody just ends up
55:34
on top. And that's sort
55:37
of what a good game sounds like, a
55:39
good casual game sounds like to me. Is
55:41
everybody participated? Everybody got to accumulate their thing,
55:43
and then the game, somebody won,
55:45
and it doesn't really matter who. Yeah, I
55:47
think, Jake, we are in a very
55:49
unique position because what we do for
55:51
a job is try to make an
55:53
entertaining game of commander with a narrative.
55:55
Yeah, how do you have four protagonists
55:57
in any story? Exactly, it's very different.
56:00
difficult and in the game nights that we
56:02
put out, well, sometimes not everybody does the
56:04
thing. Sometimes one person gets out ahead and
56:06
they stay ahead and it is what it
56:08
is. But oftentimes the best ones, the ones
56:11
that are the fan favorites that are, oh
56:14
man, this was my favorite because X,
56:16
Y, and Z happened is because there was at
56:18
least some sort of back and forth. There
56:20
was an episode that we worked on where we're like,
56:22
man, this game really just ends
56:25
with nothing. Yeah. So a whole bunch of
56:27
stuff happens and then it's over. And
56:30
we reviewed this together. We said, this isn't
56:32
working. What can we do? And we found
56:35
what the story was, which was this
56:38
person handles everything. This
56:40
person waits for exactly the right moment,
56:43
acts and solves the
56:45
problem. Yeah. And we highlight
56:47
their genius rather than focusing on the
56:49
other person who's just popping off. You
56:51
know what I mean? Yeah. Because we
56:53
were like agonizing over this. The
56:56
best thing in the world happened. Yeah, you
56:58
can tell Jake. So the comments did this
57:00
too, but Jacob Bertrand comes over
57:02
and he's like, oh wow, yeah, guys, I just
57:04
watched a new game. Nice. And this game was amazing.
57:06
And he basically read off word for word the thesis
57:08
we came up with. Yeah. And we were like, what
57:11
game was this? They're going to be curious. I've
57:13
been, I've been cryptic about it. I want you to
57:15
watch every episode of the game. Well, at least tell
57:18
him what episode it is to watch. Well,
57:21
I'll give you two seconds if you want to pause it and figure it out on
57:23
your own. Yeah. Commander
57:26
Legends Baldur's Gate. And this is the game where
57:28
Josh was going on and on and on. We've
57:30
seen people on Reddit talk about it like, you
57:32
know, the editors were so bored with what Josh
57:35
was doing that they skipped ahead. But what we're
57:37
doing is by the time you're thinking, oh man,
57:40
Josh is just doing
57:42
the same thing. Oh, it's so boring. We're
57:44
acknowledging yes, you're right. That is what's happening.
57:47
And then we'll move on from that point. We'll use that
57:49
as a springboard to whatever the next point. And
57:52
I think Josh has actually highlighted Lexi's genius of
57:54
choosing exactly the right moment because that's what that
57:56
narrative needed to be for like
58:00
That's exactly what happened. And that's a great
58:02
story to tell. It's quiet, quiet, and then
58:04
bam. And I think we think about this a
58:06
lot because we're content creators, so we know what kind of
58:08
game makes the best content, makes the most exciting content.
58:10
But I think when you're playing Commander,
58:12
you want exactly the same thing that
58:14
you want from stuff you view. Like
58:17
the best games that I've come out of would
58:19
make the best televised games. Because
58:21
they're the most exciting, where this person had it,
58:23
then this person had it, then this one, I
58:25
couldn't believe you had that. Because if you had
58:28
that and I didn't have this, that's like what
58:30
makes Commander games exciting to
58:32
play, is that exact same narrative that we're
58:34
trying to create when we make games. And
58:36
I think that's the most interesting thing
58:39
to tell people about how to make
58:41
Commander more fun, is
58:43
play toward the fun, rather
58:45
than play toward the win. And
58:48
again, we do not have the perfect recipe
58:51
on how to make the best game of
58:53
Commander. You've seen some games, Game of Night's
58:55
Rock's turn and been like, that wasn't that
58:57
great. There have also been some great ones
58:59
and we're just trying to take, okay, so
59:01
what worked about that? Try to be like,
59:04
all right, what kind of commanders that
59:07
Josh and Jimmy could play would go
59:09
towards a good game of Commander? Are
59:11
all of the decks reasonably balanced? Things
59:14
like that, I think, are very good indicators of
59:16
what can make a good game of Commander.
59:18
But again, it also can just come down
59:20
to the gameplay itself. Yeah? I
59:22
think the rehearsal of your decks and knowing your lines and all
59:24
that stuff too, like Josh,
59:28
when we were looking at the core 2021,
59:32
episode of Game of Night's, he was building his
59:34
deck, we were all looking at Subira and he's
59:36
like, well, you know, I'm probably gonna be casting
59:38
Ramp on turn two, which means I'm gonna be
59:40
doing this because it's a three-mana Commander. And then
59:42
by the time you're swinging with her, you'll have
59:44
this many mana available to you because you probably
59:46
casted your three-drop, you activate the Commander. And
59:49
I had just never thought about, what
59:51
is my script? On
59:53
televised Commander, you get one
59:56
shot, that's it. So on turn
59:58
two, what did you do? play
1:00:00
three mana stuff in a
1:00:02
four mana commander deck because three mana is
1:00:04
turn three is where you're casting that commander
1:00:06
and if you know... We talk about
1:00:08
this, I want to highlight it because it's perfect. We
1:00:11
just did an episode about gold fishing. Oh
1:00:13
yeah. And it's how to gold fish and
1:00:15
we talk about exactly this where it's like
1:00:17
how to learn your deck where
1:00:19
you feel like you
1:00:22
understand the story your deck is going to take the
1:00:24
table through. I want to know your script and
1:00:26
your story because then you can
1:00:28
gauge whether or not am I on plan?
1:00:30
Do I have control over my own destiny?
1:00:33
It is a story fun. That's
1:00:36
kind of why it's not super fun to play somebody else's
1:00:38
deck is I'll watch the story happen in front of me.
1:00:40
Oh this deck does this. That's interesting.
1:00:42
Wait, oh I get it. Whereas
1:00:44
like okay I know what I'm trying to
1:00:46
do and I'm looking at the cards in
1:00:48
my hand. You know I've got removal, card
1:00:50
draw, ramp. I got everything you could want
1:00:52
but I still know for me that I'm
1:00:54
behind. Yeah. I tend to agree with
1:00:56
that. I do like playing my own decks but I also very
1:00:59
much understand people who like playing other people's decks
1:01:01
because it's like a little bit of a puzzle.
1:01:03
You're like, sure. I have this. How can I
1:01:05
turn this into a winning position? Here we go.
1:01:08
Yeah. But knowing your story just
1:01:10
makes the story building a lot
1:01:12
easier. I've never thought about it this way but I
1:01:14
love the idea of looking at a deck as a
1:01:16
story because some of the stuff that we talked about
1:01:18
at the beginning here, right? No mass land destruction, no
1:01:20
mass discard. Is those make terrible
1:01:22
stories. Yeah. Every deck is
1:01:24
a story. If the story of your
1:01:27
deck is like I play a land, I play a
1:01:29
rock, I blow up the lands, I blow up the
1:01:31
lands, I blow up the lands, I blow up the
1:01:33
lands, I blow up the lands, what a terrible story.
1:01:35
Yeah. It's pretty repetitive. It's repetitive. Nobody
1:01:37
gets to participate. Yeah. Like
1:01:39
there's no arc to it, there's no build
1:01:41
to it and the story is what casual
1:01:43
players expect in their game where competitive players
1:01:45
don't necessarily expect a story that
1:01:48
story might happen. I didn't know his arc was kind
1:01:50
of like that. I
1:01:52
blow up the land, I blow up the lands, I blow up the lands,
1:01:54
I blow up the lands, and then 40 days and 40 nights is over.
1:01:57
Only happened once. Once
1:02:00
the little bird, he wins. Yeah, I love this one.
1:02:05
And I think it's going to like,
1:02:07
if you start thinking about commander as
1:02:09
a story you're telling that's going to
1:02:11
take you a long way in understanding
1:02:13
casual commander and the mindset behind the
1:02:15
majority of commander players. Yeah, there's a
1:02:17
reason behind the madness. We promise modern
1:02:20
players. All right, we're going to continue
1:02:22
on to the next rule, which is
1:02:24
don't deny your opponents. They're
1:02:26
commanders. I
1:02:29
think these next few rules are the ones that we
1:02:31
disagree with the most. So
1:02:33
we can talk about them that way. But let's
1:02:35
be clear, like we're not saying these are the
1:02:37
rules. No. These are the rules
1:02:39
that we've observed to them out in the wild. These are
1:02:42
some rules that I have some suggestions. I
1:02:44
would tell you right now, I disagree with basically every single one of these
1:02:46
from here on out. Yeah, and I think
1:02:48
this is going to be an interesting thing because this may not
1:02:50
be like we have you
1:02:53
need to adjust to these beliefs. This
1:02:56
is about recognizing that these beliefs
1:02:58
exist so you're not blindsided when
1:03:00
somebody gets upset that this happens.
1:03:03
But what we're doing is just
1:03:05
shining light on things that commander
1:03:07
players have expressed rather than saying
1:03:09
this is correct and
1:03:11
you need to behave accordingly. Yeah,
1:03:13
I hate being on Twitter and
1:03:15
seeing all commander players be like,
1:03:17
don't touch my stuff, wham, or
1:03:19
just whatever. It's not
1:03:21
like that, but you have to understand where they're coming from. There
1:03:24
are some commander players who do get very upset
1:03:26
when you counter their commander or when you remove
1:03:29
their commander. I think this is going
1:03:31
to be, like I've even heard it, I think
1:03:35
this is a rule that is expected and
1:03:37
when you counter someone's commander, you keep in
1:03:39
mind if you're in a stranger setting that
1:03:42
this is a reaction that could come out. So
1:03:44
you can prepare for it or you
1:03:46
can adjust to it. Not necessarily
1:03:49
that you don't counter their commander, that you
1:03:51
just understand that people don't like
1:03:53
it. There might be a spectrum
1:03:55
here of get good noob
1:03:57
all the way to... I
1:04:00
cannot believe you countered my commander. How
1:04:04
rude. Like you're not even gonna let me play this
1:04:06
game, you countered my commander? You darkseid
1:04:08
imitation my commander? What
1:04:10
the hell? And in the middle, I'm here saying,
1:04:13
you know, you gotta be a little tough, okay?
1:04:16
Like that stuff is gonna happen and
1:04:18
you have to decide how you're gonna react to
1:04:20
it. Yeah, and I
1:04:22
think this applies largely to not
1:04:24
counterspell. I think if you counter somebody's commander,
1:04:26
that is like, of course. But
1:04:28
the people get the most salty over stuff that
1:04:30
sort of permanently disconnects them from their commander. Imprisoned
1:04:32
in the moon, darkseid imitation. Imprisoned in the moon,
1:04:35
darkseid mutation, trans magistrate. Anything that
1:04:37
really makes your commander not accessible
1:04:39
unless you remove a thing. Nevermore.
1:04:43
I saw nevermore on a commander once. That is, whoo!
1:04:45
If you get hit for every single turn for
1:04:47
the rest of the game, I would not be
1:04:49
surprised. I
1:04:52
think commander players expect to have access to
1:04:54
their commander. So when you remove that, that's
1:04:56
where people get kind of intense.
1:04:58
To be fair, there are so many
1:05:01
ways that the rules themselves give
1:05:03
you options for like, okay, if
1:05:05
it's gonna go into exile from the graveyard,
1:05:07
we'll still let you put it in the
1:05:10
command zone if that's what you need. If
1:05:12
you're gonna discard it, you wanna put it in your,
1:05:14
just so many opportunities for it to go in the command
1:05:16
zone that the few times that it doesn't, you
1:05:19
know, that's okay. Yeah, I'm gonna sound like a
1:05:21
boomer here, but I'm pretty jaded to this because
1:05:23
when I first started playing, the tuck rule was
1:05:26
a thing. Comment down below
1:05:28
if you remember the tuck rule being a thing.
1:05:30
So what we used to do is we used
1:05:32
to run Chaos Warp and hinder and spellcrouble that
1:05:34
type of effect. And we used to drink out
1:05:36
of the hole, we did, you know. To
1:05:40
do that against people's commanders. And
1:05:42
then your commander would get shuffled into the deck and
1:05:44
you used to, for those who don't know about the
1:05:46
tuck rule, nowadays if your commander
1:05:49
gets put into your deck, you can choose to put it into
1:05:51
the command zone instead. You used to not be able to do
1:05:53
that, it would just get stuck in your library. So that's also
1:05:55
one of the reasons why we used to run so many tutors,
1:05:58
is that you just needed them to be... be able to
1:06:00
go get your commander again. But now if it changes anything,
1:06:02
like, do you want to go to the command zone? Are
1:06:04
you sure? Yeah. OK. So we
1:06:07
obviously didn't like that a ton, but that is
1:06:09
what we had to deal with, and there wasn't
1:06:11
much of a way around it. Whereas something like
1:06:14
a dark steel mutation, there's so
1:06:16
many ways around that. Yeah. You can bounce it.
1:06:18
You can remove it. You can blink it. Exactly.
1:06:21
Or you could just play through the pain, and
1:06:23
maybe your deck is built to not need your
1:06:25
command. Even that is my next question. Do
1:06:29
you build your commander decks to function
1:06:32
without their commander? Not all of them. So
1:06:35
all of your decks are ready for, like, definitely
1:06:37
function without your commander? Yes. I think Dan Lewis
1:06:39
is the only one that falls apart without the
1:06:41
commander. Right. OK. My rhythm and mechanism. I bludgeoned
1:06:43
Brawls back up. Yeah. Yeah. I mean, I think
1:06:46
all of my decks could tough it out.
1:06:48
OK. And they would have enough good pieces
1:06:50
in them to tough it out. But
1:06:54
my rhythm magnificent for sure is like that's just
1:06:56
a dip-de-doo, it's just a
1:06:58
sorcery spell from your deck. Yeah. It's
1:07:00
crazy, too, because back in the day,
1:07:02
commanders were powerful, but definitely not as
1:07:04
focused. Nowadays, I think commanders are both
1:07:06
more powerful, but also more
1:07:08
focused on one specific strategy. And so
1:07:11
as a result, your commander, if it's
1:07:13
out, is doing one thing, and it's
1:07:15
probably doing it really darn good. Yeah.
1:07:17
And so one of the frustrations that I've
1:07:19
had with recent commander designs is that, well,
1:07:22
now your opponents have two options. Either try
1:07:24
to get rid of the commander, or sit
1:07:26
there and let the commander happen to
1:07:28
you. Either option is, all right, well,
1:07:30
now the player whose commander just got
1:07:32
removed is now doing nothing. Or
1:07:34
you just get run over by the
1:07:36
commander. And those don't feel super great. Well, you're
1:07:38
not letting me beat you up with a baseball bat. You
1:07:41
don't let me have any fun. Yeah,
1:07:43
like it cuts the top of the roller home or
1:07:45
anything like that are very obvious. Like, I do feel
1:07:47
like we've got talks from a common pleasure. I don't
1:07:49
love playing against them because it has that problem. You
1:07:52
either do the thing or don't do the thing. So
1:07:55
I went through all of my decks, and
1:07:57
the eight of my 21 decks, duh.
1:08:00
are very difficult to make work without their
1:08:02
commander. And I recognize that as a
1:08:04
weakness of the deck, where it's like, if my commander
1:08:06
gets removed, well, we're gonna figure
1:08:08
something else out, I guess. And
1:08:10
hope these, I can cobble something together from here.
1:08:12
The heart of the cards. But I
1:08:15
will say that I think there are people
1:08:17
that get particularly salty about their commander getting
1:08:20
removed, and I think, especially if you
1:08:23
have a certain tier of commander, you have a coma,
1:08:25
if you have a Urza, if you have a, like,
1:08:28
god, Voya is the big conversation right
1:08:30
now, it's just gonna get removed. I'm
1:08:32
so sorry, I'm sorry. I
1:08:34
remember, personally don't like it, I'm sorry.
1:08:37
I remember I was in a game, I was in
1:08:39
a game, and I was playing with two players who
1:08:41
were new, and he was like, this is my girlfriend,
1:08:43
she's new to the game, she's playing Joda the Unifier.
1:08:46
Joda had just come out. Joda had
1:08:48
just come out. And it was like, new player,
1:08:50
her partner, and
1:08:52
then me and my partner. And
1:08:55
she plays Joda, he swords it on
1:08:57
that turn. He swords
1:08:59
it immediately. And Ady
1:09:01
and I were like, whoa! She just got
1:09:03
Joda down! She's new! We
1:09:06
were like, she's a new player? And then
1:09:08
she cast Joda again, and the next turn she
1:09:10
won. And we were like, oh! Oh,
1:09:12
yeah. All right, now noted. Yeah.
1:09:16
Yeah, this is the Brawl deck that we see pretty
1:09:18
frequently. Yeah. You gotta be in the
1:09:20
naughty kid's tier to get rotated into that bracket
1:09:22
in Brawl. And if you have Joda as
1:09:24
your commander, you have to understand that your
1:09:27
opponents have to remove it. So
1:09:29
it's a little bit of like, if
1:09:31
you remove commanders, you understand that there are reactions
1:09:34
that people could have to that. And then a
1:09:36
little bit of like, yeah, your commander's gonna get
1:09:38
removed. It's really a commander. Yeah. Let
1:09:40
me see what you have. A knife! No! The
1:09:47
next rule is do not interact with neutral
1:09:49
plays like ramp, neutral.
1:09:54
Like, have you ever had your ramp
1:09:56
spell countered? Yes. By
1:09:58
a control player who would. Maybe learning
1:10:00
the ropes. Like, that's understandable. Like,
1:10:03
okay, strategically, maybe don't counter ramp
1:10:05
spells. But socially, not countering ramp
1:10:07
spells is a... Yeah,
1:10:09
I had my... We were
1:10:11
playing against pre-cons, I was playing a
1:10:14
budget deck to play against the pre-cons,
1:10:16
and somebody abraded my locket, and
1:10:18
I was like, okay, what the... Okay,
1:10:22
sir. And it
1:10:24
felt like, like,
1:10:27
what is going on? And
1:10:29
this is... But this is clearly a player who's new
1:10:31
to Commander, and it's just like, I have a removal
1:10:33
spell, I'm just gonna spend it. And that's an okay
1:10:35
way for them to spend it. But it definitely, like,
1:10:37
the Commander and player in me came out and was
1:10:39
like, What?! Yeah. I
1:10:41
think... If you deny my
1:10:43
ramp spells, I understand, because I'm ramping to
1:10:45
something. If I get to Moraphon and Moraphon
1:10:48
meets the eye, the Transformers are rolling out!
1:10:50
Stop it, stop it, stop it, I'll ramp
1:10:52
into something, I'm ramping to something. The
1:10:56
deck is ramping faster than it's melting. Transformers
1:11:01
quotes. Yeah, Transformers quotes. I think a big
1:11:03
distinction for something like this is doing
1:11:07
it with players that you know versus
1:11:09
strangers. Because for me, I've had
1:11:11
one of the players in my pod, they
1:11:13
play a land, they play a bounce land,
1:11:15
and then have to discard that land to hand size,
1:11:18
and I'm like, alright, my turn, strip mine, strip mine
1:11:20
your thing, cast the turn, and they're like, what the
1:11:22
heck? I'm like, this is funny! But we knew each
1:11:24
other, so we had a good laugh about it. Delete
1:11:26
contact. Do not do that. I didn't do that to
1:11:28
you, Jake. But
1:11:30
I would in a heartbeat. Yeah. But
1:11:33
do not do things like that against strangers,
1:11:35
because you just don't know how they're going
1:11:37
to react to it, and that's kind of
1:11:39
bad form. Yeah, not
1:11:41
physical slap on the bottom. Whoop-pap! But
1:11:44
it's like, that kind of thing is just not
1:11:47
expected. Yes. And it goes beyond
1:11:49
the expectation of casual commander, and
1:11:51
especially casual commander with
1:11:53
strangers. Yeah. So it's one of those things
1:11:56
where you're like, I do want to warn
1:11:58
1v1 players or new commander players I
1:12:00
was like, that kind of thing will elicit a
1:12:02
reaction even though it's probably right. Yeah.
1:12:04
Like I had a swamp, I
1:12:07
had a swamp strip mined so I
1:12:09
didn't get to use an expedition map.
1:12:11
Oh yeah. It's like to put me
1:12:13
off of tutoring with an expedition map
1:12:15
and I was like, that was probably
1:12:17
the right play. But also, what the
1:12:19
heck? Jesus! It was aggressive.
1:12:22
Yep. And those kind
1:12:24
of, it just sort of,
1:12:26
in 1v1 where that would be completely normal
1:12:28
in Commander, it's going
1:12:30
to get a bit of a reaction. Yeah.
1:12:34
I'm fine with it. Yeah, I
1:12:36
mean, that's the thing. It's like, we're
1:12:39
talking about the average, I think, reaction to that
1:12:41
kind of thing. The next
1:12:43
one is going to be how you deal
1:12:45
with players who fall behind. It
1:12:48
depends. Yep. Because a lot of
1:12:50
people are going to be like, hey, don't mess with me. I'm
1:12:52
not the threat. I will never say that.
1:12:55
I will accept goodwill,
1:12:57
but I'll never be like, you guys, I
1:13:00
missed my land drop because I kept a bad
1:13:02
hand. That's my fault. Yep.
1:13:05
Or I made an enemy of Marfini
1:13:08
killed my bounce land. Yeah. To
1:13:11
be fair, sometimes that does happen. Sometimes
1:13:13
you are behind. But the problem is
1:13:16
that the threat is
1:13:18
so subjective and somebody
1:13:20
saying, oh, well, I'm not the threat. Like,
1:13:23
I've done that in games with you, Rachel. You're like, I'm
1:13:25
just behind. I'm not the threat. You
1:13:27
all out there have seen games with Rachel
1:13:29
where she's not the threat. I'm
1:13:31
trying to hide. I'm trying to hide. Don't hit
1:13:33
me. I'm going to hide it. Rachel and Josh
1:13:36
both do this a lot. Yes. Oh, I'm doing
1:13:38
so bad. I don't have anything. I'll just draw
1:13:40
five cards and make five dudes. That's all I
1:13:42
can do. At the same time, don't do it
1:13:44
just to spite somebody. But if you legitimately feel
1:13:46
like that is in your best interest to winning
1:13:48
the game is to keep this person down or
1:13:50
try to attack this person, whatever it might be,
1:13:53
That's the right thing to do. Yeah. Look At the
1:13:55
last couple of X-Lan. Props Knew that Josh might look
1:13:58
like he's behind, but he's still got to. Get
1:14:00
ahead and exactly I had. This is
1:14:02
my worst habit and commander this is
1:14:04
where I get the salty Us is
1:14:06
when I feel like I would do
1:14:08
something different and somebody does and like
1:14:10
somebody pointed it makes yes where I'm
1:14:12
where I'm like I feel like. I'm.
1:14:15
The I would behave differently and you're affecting
1:14:17
me that way. The promise you do not
1:14:20
have the information at the person sets the
1:14:22
third season. I need a singer, get out
1:14:24
of my own nog and I'm going to
1:14:26
kill. Remember one steel and I might have
1:14:29
a different plan for you. I think a
1:14:31
lot of commander players are gonna be like
1:14:33
that. Translators of Terrible Threat Assessment. Mentawais
1:14:35
of this doesn't master. Yeah or
1:14:38
job he doesn't He doesn't like jelly be
1:14:40
this wrong thread. assess it might be but
1:14:42
it's their removal spell and they get offended
1:14:44
how they were. I would honestly like the
1:14:46
rooms are crap Obama place. I keep going
1:14:48
to go because know if I win. As
1:14:52
isn't going to be really sweet to be
1:14:54
really embarrassing for I will I go to
1:14:56
come up much. I think the players they
1:14:58
were behind saying is one of those things
1:15:00
were like. When you're behind, you're still in the
1:15:02
game. Because we've all been intimate or
1:15:04
games where one player does left alone
1:15:06
because they got behind early and they
1:15:09
come back and win the game. Savvy
1:15:11
gotta have not been interrupted in any
1:15:13
way. World aiming for that awesome story.
1:15:15
and if these two people. Killed
1:15:17
each other to death and then.
1:15:20
Person. Three just wins by
1:15:22
behalf of a few notes on
1:15:24
another that's good. Great story. Yeah,
1:15:27
I think this. Is. Interesting. I
1:15:29
think this is one that commander players need
1:15:31
to a need to adjust to but there
1:15:33
is going to be a feeling that when
1:15:35
a player is behind they are given the
1:15:38
benefit of the doubt or often if somebody
1:15:40
messes a number of land drops players will
1:15:42
be be like to draw and the top.
1:15:44
Your. Total an entourage i was so young
1:15:47
was abundant element. in there okay with
1:15:49
that rights and people who would not have
1:15:51
had this idea i'm are kind of for
1:15:53
suffer just yeah i'm not and i don't
1:15:55
have a right mirth i'm not a smurf
1:15:57
dot is v simon but that is a
1:15:59
thing as in Commander that would
1:16:01
never happen in any other format where it's
1:16:03
like oh you're behind on Lance just taking a land because
1:16:06
like let me pass you I like so
1:16:11
often in games it's like boy I wish I could
1:16:13
give you the land and I just drew but
1:16:16
I think that's the expectation and that ties
1:16:18
into the next thing where it's like we
1:16:20
all want our everyone to do
1:16:22
the thing and I want to talk
1:16:24
about doing the thing because I've definitely
1:16:27
talked about this to a 1v1 player
1:16:29
and they're like what does that mean?
1:16:31
Commander players say that all the time
1:16:33
what is doing the thing? It's such
1:16:35
a nebulous term and it means executing
1:16:37
the desired plan we talk about the
1:16:39
story that we're trying to write when
1:16:41
you build a deck it's just telling
1:16:44
the story accurately and
1:16:46
as intended it's such a hard line
1:16:48
to walk because oftentimes doing the thing
1:16:51
will lead to you winning yeah I don't know
1:16:53
I did the thing and I dealt
1:16:55
40 damage to Arthur with a pummeler yeah I
1:16:58
did the thing
1:17:00
but if say I had a removal
1:17:02
spell in hand and I saw you
1:17:04
like you put down one piece and
1:17:06
you're gonna do another piece to do
1:17:08
40 damage to somebody and I remove
1:17:10
the first piece before the second piece
1:17:12
comes into play I feel incredibly justified
1:17:14
in doing that I feel respected though
1:17:16
yeah when that type of thing happens
1:17:18
because you have identified that yes yes
1:17:20
I am about to do the thing I'm
1:17:22
about to live the dream yeah but technically that
1:17:25
stopped you from doing the thing and so is
1:17:27
that bad form I don't think it stops you
1:17:29
from doing the thing here's a very interesting if
1:17:31
you write a story right this is a story
1:17:33
of my deck yep things
1:17:36
happen along the way in stories all the
1:17:38
time that affect the trajectory of that story
1:17:40
and you can get back on the path
1:17:42
or you can choose a new path effects
1:17:44
there's always bumps right and if you write
1:17:46
a story for your deck to tell it
1:17:49
should be able to handle some bumps yes and
1:17:52
it is not your responsibility to
1:17:54
not bump it is your responsibility
1:17:56
to you know tell your own story
1:17:58
where you're doing your thing you get to
1:18:01
impact other people just fine.
1:18:06
But I don't think it's like,
1:18:10
let everyone do what they want all
1:18:12
the time. Don't interact. Because some of
1:18:14
the most exciting parts of Commander games
1:18:17
are interaction. Whereas I thought you
1:18:19
thought you were gonna do that, but I had this
1:18:21
and I had this and we're like, what? I was
1:18:23
talking to Jim from the Spike Feeders the other day
1:18:25
and he was specifically saying that what
1:18:27
your thesis should be whenever you take
1:18:29
a deck and play with
1:18:32
it is that you're trying to appeal
1:18:34
to the widest common denominator. And what
1:18:36
most people like is they
1:18:38
like decks where they are
1:18:40
proactive. They are telling their own story.
1:18:43
So if you are getting into Commander
1:18:45
and you're coming from professional, what have
1:18:47
you, there are plenty of decks in
1:18:50
the more competitive scene that are completely stop
1:18:52
what your opponents are doing and that's the
1:18:54
whole point of it. If you're
1:18:56
coming to Commander with that mindset, you're gonna run
1:18:58
into a lot of opposition and a lot of
1:19:00
people that are frustrated with that because your
1:19:02
deck is not being proactive in telling its
1:19:04
own story. If your deck story is- It's
1:19:06
just interrupting my story. If your deck story
1:19:08
is stopping everybody else's story, we
1:19:10
have a problem. You need to recognize too how many bullet points
1:19:13
are in your story. Because if
1:19:15
you need to have done the thing, if
1:19:17
you need your Commander to attack, draw the card, get
1:19:19
the right card in your hand, cast a spell for
1:19:21
free. And then when you cast that spell, it doesn't
1:19:23
get countered. And then that leads to another spell which
1:19:26
might win the game because you'll draw your whole deck, but
1:19:28
we'll see. And then Thoracle for the win, like,
1:19:31
if that is your story, maybe
1:19:34
switch to a plus one plus one counters deck.
1:19:37
Any more straightforward story. Yeah, Jim from the
1:19:40
Spike Feeders, he's a good friend of mine.
1:19:45
Good friend of all of ours. Friend of the channel, friend
1:19:47
of mine. Anyway,
1:19:50
years ago, long time ago, we
1:19:52
were back. Before I met him a long time ago.
1:19:55
Who can remember? I
1:20:00
was telling them about, man, I just built
1:20:02
this plus one plus one counter deck, okay?
1:20:05
And it's Ishae and who's
1:20:08
the Rayhan? Rayhan. Yeah,
1:20:10
sure. Yeah. So
1:20:12
I built this deck and all I did was I looked
1:20:14
up on Scryfall every single card that said plus one plus
1:20:16
one counter and I looked at all 1400. And
1:20:20
the cool thing about it is with such a
1:20:22
broad strategy that's everywhere in magic, you
1:20:24
can make a really tight deck that does exactly what you
1:20:26
want it to do and you have a lot of options.
1:20:28
And you're not like, well, yeah, I'm playing all the good
1:20:30
Transformers and all the bad ones.
1:20:32
No, you're just playing the good cards. And
1:20:35
in the middle of this process, I was like, man,
1:20:37
I have never deck built like this before. It feels
1:20:39
so clean. And he said this
1:20:42
because you're focusing on your primary stuff. You
1:20:44
don't say, okay, here's all my
1:20:46
primaries and here's my secondary strategies of if I'm
1:20:48
going to make all those counters, why don't I
1:20:50
use those counters for something? Then you have your
1:20:52
tertiary strategies of if I'm already using counters for
1:20:54
things, then why don't I do this that cashes
1:20:56
in on that too? Like
1:20:58
no, focus on those primaries. Because
1:21:01
when you get blown out, you're starting back
1:21:03
at square one. But if you have only
1:21:05
one square, that's a big deck building saying
1:21:07
that. That's where you will things. I think
1:21:10
that's also a really important point for people
1:21:12
who are coming from outside of commander to
1:21:14
commander is that commander decks tend to be
1:21:16
very thematic. Where it's like if I'm
1:21:18
doing a plus one plus one counter deck, all of my
1:21:20
cards are related to plus one plus one counters. It's not
1:21:22
like a modern deck where it's like, well, every deck has
1:21:24
four, two ragavans and four random
1:21:27
sixes. And then mine just happens to have
1:21:29
a domain package as opposed
1:21:31
to the cascade package. Commander,
1:21:34
you're like, I'm building a vehicle's deck. With
1:21:36
a still portrait package. Whole deck is vehicles.
1:21:38
It's a vehicle plan. Even my removal and
1:21:40
my card draw and my ramp. Yeah,
1:21:42
all of it. That is
1:21:44
a big expectation, I think, in commander decks
1:21:47
is if you're building a casual deck, it's
1:21:49
not just a pile of good stuff. It's
1:21:51
like, no, I'm building on
1:21:54
a very strong theme. Like you have a
1:21:56
little guy's deck where it's like everything's power
1:21:58
is under two. That's
1:22:00
true. Two are, yeah. Yeah. And
1:22:03
that's just, the whole deck is like that. And if
1:22:05
somebody plays a tox roll, what? The
1:22:07
whole deck plan doesn't work. We literally had
1:22:10
an extra turn. Yep. Where
1:22:12
this happened. The whole plan is now off.
1:22:14
And I was sad. I think the deck fought
1:22:17
back pretty good. Yeah. Unfortunately it
1:22:19
did not win. It did.
1:22:21
So yeah, that's the kind of thing that
1:22:23
you expect when you're deck building. The
1:22:26
next question I have written down, because I want to summarize
1:22:28
these. We went through a lot of rules. And
1:22:31
I want to talk about, a lot of
1:22:33
people are like, command players of all these unwritten rules.
1:22:36
All these unwritten rules. Somebody write them down. It's
1:22:39
like, we did. Should
1:22:41
they be on the rules committee
1:22:43
website? Should they be a rule? Eric,
1:22:46
can you make the text really big right here? Yeah. Big
1:22:49
one. No. No. No.
1:22:53
Because these rules don't apply to everybody.
1:22:56
Like they just don't. We literally talked about
1:22:58
it. You play formative hellfire and you play
1:23:00
expropriate and I play neither. And those are
1:23:03
totally different powers. I play Mass Land of Stars
1:23:05
and others don't. I do. If you're trying to
1:23:07
be like a computer and try to, you don't
1:23:09
understand what's going on. And for
1:23:11
some people, to be honest with you, as I say this, I kind
1:23:13
of think, it doesn't hurt
1:23:16
to help somebody who might
1:23:19
have a harder time socially understanding. Here's
1:23:22
how not to be a jerk. The
1:23:25
way I would lead that horse to water is saying, what
1:23:28
are you trying to do? Are you trying to make
1:23:30
everybody have a good time? Do you think that this action
1:23:32
right here is going to hit like door to nothingness? As
1:23:36
long as it's really hard for you to do this, door
1:23:38
is fun. If it's easy, it is not
1:23:41
fun. Like the nuance, you
1:23:43
got to build that decision tree
1:23:45
of here's why things end up being
1:23:48
not fun rather than having, please don't
1:23:50
play door to nothingness unless it's really hard for
1:23:52
you to accomplish your goal. Because then if it's
1:23:54
a building up to it, you can see it
1:23:56
happen. It comes in, it's tapped. Oh shoot, it's
1:23:58
going to go off now. next turn can anyone
1:24:00
do anything about it? Nope. Laser beam
1:24:02
goes off, somebody dies. And
1:24:04
Josh says, wow so Jimmy's untapping here and
1:24:07
he's got Dordenothnus to do it. Now I'm
1:24:09
gonna try to talk to him and see
1:24:11
if I can work something out to see
1:24:13
if he wants to take out maybe Rachel.
1:24:15
Josh I'd like to a Dordenothnus targeting you.
1:24:18
Luckily I have a plan. Check that
1:24:20
out as much game that's got to his head. Alright
1:24:22
I will tap six and I will cast Sublime Epiphany.
1:24:26
Wow so this card is great. I
1:24:29
want to talk about this because I do think that like Commander
1:24:32
of Layers, like
1:24:34
a lot of people come to Commander and they
1:24:37
don't like the nuance. They don't like that they're
1:24:39
like if you're gonna be mad about it, ban
1:24:41
it. Yeah. And the
1:24:43
thing is Commander isn't, our
1:24:45
ban list isn't to control power level or
1:24:48
balance any power level, that's up to
1:24:50
you. The Commander tier I
1:24:54
think, the way that you can handle like think
1:24:56
of Commander is think of Commander like
1:24:58
a hockey beer league is how I think about
1:25:00
it. That's great. Where it's like you know when you
1:25:03
want to play hockey, you're an adult, there's no
1:25:05
like I'm not gonna play in the NHL of
1:25:07
course because I'm not at that tier. But I
1:25:09
do want to play hockey and you show to
1:25:12
a rink and most rinks will have like
1:25:14
a gold, a silver and a copper league. And
1:25:16
the gold league is like ex-college players
1:25:18
and they're here to play hockey and
1:25:20
they're here to play well and they
1:25:22
will like do everything to play well.
1:25:25
And the copper league is like
1:25:27
no I like hockey and I want to play
1:25:29
hockey but mostly it's about hanging out with my
1:25:31
friends who play hockey and going wings after. Like
1:25:34
that's and those two people
1:25:36
are both playing hockey, they're both playing Commander
1:25:38
but they have totally different expectations of what
1:25:40
is gonna happen when they get on the
1:25:43
ice. Because the copper league people are like
1:25:45
do not hit me I have to go to work tomorrow.
1:25:48
And the gold tier players are like if
1:25:50
you don't hit me I'll be mad. Yeah
1:25:52
and so you obviously should not put those
1:25:54
in the same game together. Problem is it's
1:25:56
a self-selected thing. Technically the person in that
1:25:58
gold could have said I'm gonna go
1:26:01
in the Copper League. Yeah, I think that's
1:26:03
where I belong. So it's very much a
1:26:05
conversation sit down talk to your play group
1:26:07
Especially if you're at somewhere that you haven't played before
1:26:09
talk with the people that you're about to play with
1:26:12
What is the expectation for this game? Yeah, I had
1:26:14
a really great time with my cousin one time where
1:26:16
I was like, oh
1:26:18
you got a Precon that's really fun. All right, so
1:26:20
we shuffle up and you know his brothers there He's
1:26:23
playing pre-con my brother played the deck that he built
1:26:25
years and years ago Yeah, and so I'm playing my
1:26:27
doofus deck that I have Okay, and
1:26:29
he slaughters me and I said, okay.
1:26:31
Well, you're gonna be tried as an adult Like
1:26:36
those moments where you get you take
1:26:38
that hit to know where you're at
1:26:40
Yeah, like you kind of need a pilot game to
1:26:42
feel out a group. Yeah, it's totally understandable Yes, you
1:26:45
get it wrong the first time takes a lot of
1:26:47
time If you are in a game against somebody for
1:26:49
the first time and they get it wrong Do
1:26:52
not be upset at them get them leave
1:26:54
the benefit of the done exactly if this
1:26:56
becomes a regular thing then We
1:26:58
got to talk about it. Maybe it's time to say
1:27:00
hey, this is something I'm becoming frustrated
1:27:02
with Maybe if they continue it past that find
1:27:05
another person to play with whatever that might look
1:27:07
like But if it's the first time please please
1:27:09
please just give them the benefit of the doubt
1:27:11
There's a really really really short list of people
1:27:14
where I'm like Yeah, I
1:27:16
think I'd rather just not play rather than
1:27:18
play with and I've been playing for years
1:27:20
Yeah, okay. So it's only like
1:27:22
a few instances where I've been like that pot
1:27:24
is not for me It's more
1:27:26
like how do I show up to that pod?
1:27:29
Yeah How do I prep for that group because
1:27:31
I know that these people like to play
1:27:33
like this like you talked about Dubscape a
1:27:35
long time ago. Yeah, maybe not dubscape. Don't
1:27:37
play that here don't I I
1:27:40
could tell the dubscape story really quick I so I
1:27:42
came from a play group that was really really casual
1:27:45
and obviously had a huge swing in power level, right?
1:27:47
we had team build the ferry all the way down
1:27:49
to like I was playing the minus one minus one
1:27:51
hapatra and Can be good. It was
1:27:53
fine. It wasn't that well supported at the time,
1:27:55
but you know, I'm not as good
1:27:57
against But
1:28:00
our play group really really
1:28:02
liked dubscape a lot of people played dubscape
1:28:04
in multiple decks We had dubscape it does
1:28:06
keep is a card It's an enchantment for
1:28:09
six mana that says if someone would cast
1:28:11
a non creature spell that spell is countered
1:28:13
and they get birds equal to
1:28:15
its mana value instead Go
1:28:19
birth there we go Enchanted
1:28:21
that sticks around that says counter that You
1:28:31
were like, all right I guess we're all playing birds
1:28:33
now and you just throw you just make birds and
1:28:35
we were happy to do that and then I brought
1:28:37
Dovscape to a game store when I moved to Los
1:28:39
Angeles and boy did they not want to play against And
1:28:42
boy was that something that had to be explained to me. I Look
1:28:46
they were like they were like do you have a plan
1:28:48
for dubscape? He was like Other
1:28:50
than playing it. No, I know I don't
1:28:52
birds birds. Yeah, it makes birds They
1:28:55
make birds and I thought oh man, you should
1:28:57
have played that in your game. Nice lifetime. Oh
1:29:00
my god. Oh my And
1:29:04
and those are things that you learned and I had
1:29:06
to learn that because somebody at my game store was
1:29:08
like hey If you're gonna play something that is highly
1:29:10
interactive like dubscape You need to have a
1:29:12
way to capitalize on it to
1:29:14
win the game after word We love those
1:29:17
people who give us that talk like that
1:29:19
friend who's a real friend cuz they'll pull you aside
1:29:21
I had Eric Landis one time
1:29:23
who's a long time supporter the channel Eric.
1:29:26
We love you and thanks for inviting me
1:29:28
to commander again even
1:29:30
after I ruined the night with Tayso
1:29:32
or Zav's ion. I went infinite with it
1:29:34
and It was like turn four
1:29:36
or something. Oh my gosh. He politely let me
1:29:39
know like, you know We
1:29:41
would just have to shovel up again. It's not that
1:29:43
that's wrong. It's not this bad But like he
1:29:46
politely and took took
1:29:48
care of business. Yeah between friends and
1:29:51
that's I think that's what
1:29:53
makes this conversation really interesting is like
1:29:55
that doesn't happen in modern With
1:30:00
an underpowered deck to a modern tournament, you get
1:30:02
wrecked and then you realize you need to have
1:30:04
a different kind of deck. I'm just imagining like
1:30:06
vintage cube you like pull your opponent aside afterwards
1:30:09
like, hey man I really didn't like.
1:30:11
It was really inappropriate for you to play that black
1:30:13
lotus. I really didn't like that you showed him told
1:30:15
in an Emrakul on like turn one. Obviously, and this
1:30:17
is a sign that most commander players do, most
1:30:20
magic players don't have to deal with, right?
1:30:22
Most magic players just play their cards and
1:30:24
that's what it is. But commander players have
1:30:26
their feelings and their time and respect. Like
1:30:29
those things exist in other formats as well. But
1:30:31
it's like in one be one they're like, hey, you forgot your
1:30:33
deck. Those aren't related
1:30:36
to the cards, right? Those are related
1:30:38
to like actual social things which in
1:30:40
commander those exist too. But like the
1:30:43
cards you play is whatever the cards
1:30:45
in commander. There's a different level of
1:30:48
treatment for cards and I want to say
1:30:51
because people have asked me this before where
1:30:53
I get somebody tweet at me and say
1:30:55
which cards are morally wrong? Morally.
1:30:58
That's a great question. No cards. No
1:31:01
cards are morally wrong. What? No, like
1:31:03
they're never. It is not about
1:31:05
the card. No. It is about how you deploy them
1:31:07
and what your intention is behind them. If you
1:31:09
have an expropriate and you're like, you know what, I'm going to
1:31:11
loop this and I know how I'm going to do it and
1:31:14
I'm going to do it as respectfully as possible. Then
1:31:16
it's not about expropriate. It's
1:31:18
not about like it's not about winter orb.
1:31:20
There's nothing morally wrong with playing cards that
1:31:22
are completely legal. But there is a different
1:31:25
level of social expectation when you come to
1:31:27
commander that means that certain cards
1:31:29
have more consideration than others. Where if you
1:31:31
sit down with a winter orb you have
1:31:33
to be like, are we okay with a winter orb
1:31:35
game? Because I will adjust my
1:31:37
deck for that. I just, I flash pack
1:31:40
because I'm trying to think of cards that
1:31:42
are morally wrong. Well there are cards that
1:31:44
are morally wrong. They're banned for art reasons
1:31:46
and historical reasons. Well,
1:31:49
yeah, the card overwhelming
1:31:51
splendor. That same commander night.
1:31:56
We were lucky enough to have the professor
1:31:58
over on this evening. I
1:32:00
believe it was my friend Kevin I was sitting across from He's
1:32:04
like I have a sliver stack and profits like oh, I have
1:32:06
a sliver stack too And he brings them out and it's like
1:32:08
two slivers players now. I think I
1:32:10
can't let this continue Kevin I'm gonna play overwhelming
1:32:12
splendor on you. They're all one one humans. Good
1:32:14
luck with your slivers Have
1:32:17
a nice time But I have a
1:32:19
great time. I think that was morally wrong. It's I That's
1:32:22
the thing because it's like these are all
1:32:24
social decisions And it's not about what the
1:32:27
guard does wasting somebody's time on purpose Yeah,
1:32:29
we're going against their will because
1:32:32
I'm willing to play a game where I get blown
1:32:34
out Mmm, I'm not willing to
1:32:36
play a game with somebody who's just messing
1:32:38
with the game for fun Yeah, I've heard there was
1:32:40
a guy in our play group that had a stack
1:32:42
of board wipes and And
1:32:45
if you guessed it for the approach of the second son,
1:32:47
yeah, that was the deck It
1:32:49
was just board white short going yeah And
1:32:53
it would that way and that was the deck and
1:32:55
you were like I this is not a respectful deck
1:32:57
Yeah, this is not it. This is not a
1:32:59
good use of your time. It is not hard to play
1:33:01
It is not hard to build it is not like and
1:33:04
it wastes our time because
1:33:06
it doesn't like sure It's a
1:33:08
valid strategy I guess but I get the totally
1:33:10
valid choice of never playing with you or
1:33:12
that deck again Yeah, CLDR for
1:33:15
all these unwritten rules of commander. The only thing we're gonna write down is
1:33:18
Try to be cognizant of your play group and their
1:33:20
feelings and don't be a jerk have a conversation. Yeah.
1:33:22
Yeah The reason
1:33:24
that yeah that this episode exists is not to
1:33:26
codify any of these as rules not to bullet point
1:33:28
them and write a 10 commandments or anything like that
1:33:30
to give you an idea of the kind of
1:33:32
belief systems that exist in commander and what you
1:33:35
Can expect when you're sitting down at the average
1:33:37
commander table? And if you're not sure how to
1:33:39
navigate these and this episode didn't help Sorry, the
1:33:41
thing that can help them most is by asking
1:33:43
questions of the people you're across from How
1:33:46
do you feel about mass land destruction? How do you
1:33:48
feel about man of denial? How do you feel if
1:33:50
I play this commander?
1:33:52
Let them communicate and have
1:33:54
another plan either by not
1:33:57
playing that game or by playing a different deck
1:33:59
We should mention why While having Rule Zero
1:34:01
conversations with the people you're playing with
1:34:03
is the best way to find out
1:34:05
what is appropriate for any given game,
1:34:07
you can also get great indirect information
1:34:09
on the Commander Rules Committee website. Check
1:34:11
out the Commander Philosophy document that illustrates
1:34:13
the intentions and mindset behind the format
1:34:15
and even the reasoning behind a lot
1:34:17
of the specific bans. If you have
1:34:19
any questions about the philosophy, Rule Zero, or
1:34:22
the Commander ban list, the RC
1:34:24
also has a Discord that's a great resource
1:34:26
for exactly that. We'll have a link in
1:34:28
the show notes. To
1:34:30
the listeners, what unwritten rules have you
1:34:32
seen in Commander in your area? What piece
1:34:35
of advice would you give to players who are new to
1:34:37
Commander and new to the social
1:34:39
contract of Commander in general? How
1:34:41
do you navigate it personally? It is not an
1:34:43
easy thing to navigate. Obviously, we're all doing our
1:34:45
best, and we don't all
1:34:47
agree on it. We play a lot of Commander.
1:34:50
There's a lot of things Murph's willing to do that I'm not
1:34:52
willing to do, and things that I do that Murph is like,
1:34:54
yeah, I know why he did that. No, he did that. Good
1:34:57
luck. If you want to
1:34:59
pick up any of the Magic cards that
1:35:01
we talked about today, Dovscape, for example, go
1:35:03
to Card Kingdom to ask a man, and
1:35:05
you can support the show while you're doing
1:35:08
so. We love Card Kingdom. We save a
1:35:10
huge selection of Magic product, single-sealed product
1:35:12
in all of the conditions and all
1:35:14
of the versions that you're looking for.
1:35:16
If you're building a highly thematic vehicle
1:35:18
deck and you want exactly this version
1:35:20
because it matches all my other versions,
1:35:22
it's great to shop in a place
1:35:24
that has a huge selection of cards
1:35:27
because you can buy them all in one
1:35:29
package, which means you're only paying shipping
1:35:32
one time. You're only tracking one
1:35:34
package. Make sure you poke around that website too
1:35:36
because there's a lot of cool stuff in all
1:35:38
those sub-menus of like, oh, I didn't even know
1:35:40
they made these. I love just going to the
1:35:42
foil side and just ... Oh, no, that's dangerous.
1:35:44
That's dangerous. Prove through the foil side. Again,
1:35:46
you can pick up Magic cards, you know
1:35:48
you're going to do your Magic players,
1:35:51
and you can support the show by
1:35:53
going to cardkingdom.com/command. You can pick up
1:35:55
UltraPro products at ultrapro.com/commands. They have all
1:35:57
of the coolest products to protect your
1:35:59
... game pieces, they look the best, they're
1:36:01
the neatest, they have the license with wizards
1:36:04
to have actual Magic the Gathering themed products.
1:36:06
You can get the sleeves, deck boxes, whatever
1:36:08
it might be to match that commander that
1:36:10
you're building and if you go to their
1:36:12
websites, ultrapro.com/commands, they'll have flash sales all the
1:36:15
time. You can go find sales of all
1:36:17
sorts of neat stuff that, again, you didn't
1:36:19
even know existed, just click around, see what
1:36:21
fun stuff is out there and you might
1:36:23
be surprised that you can get something super
1:36:26
neat for not that much. Again, ultrapro.com/command. Like
1:36:28
a deck box with a Bluetooth speaker in
1:36:30
it. Is that a thing? Whoa, you can do
1:36:32
that? There was a satin tower with a Bluetooth
1:36:34
speaker in it. What commander would you put in
1:36:37
a, you need like, oh, well. A blaster. A
1:36:40
freedom. His blaster. Yeah. And
1:36:42
the freedom was the DJ. Oh. I'll
1:36:44
need two then. Finally, if you're a patron
1:36:46
or you want to become a patron, you
1:36:49
can audition for extra turns. Oh. Submit
1:36:52
a two minute video about your pet card and why it's
1:36:54
your favorite. All of the details, all of the terms and
1:36:56
conditions are going to be in the show notes, go in
1:36:58
there and click it. It'll be a fun day. You get
1:37:00
to hang out with all of us and it'll be a
1:37:02
hoot and holler. You'll say hello to us in person and
1:37:04
we will feel honored because we get to shake your hand.
1:37:07
And you'll get to tell us all of your
1:37:09
unwritten rules and why you think we're so bad
1:37:11
at this game and all that stuff.
1:37:13
Or you can do that right now just in the comments.
1:37:15
Tell us why we're bad, why we're wrong. What's that on
1:37:17
your shirt? Is that a comment right there? Oh. Before
1:37:21
we go, I want to say thank you to our amazing
1:37:23
team here at the Command Center. Thank you to
1:37:26
Damon Lenz, Eric Lem, Megan Yip, Garav Galati,
1:37:28
Jordan Prige, Jamie Block, Arthur Muttercroft, Manson Long,
1:37:30
Sam Waldo, Evan Lindberger, Katie Cole, Mitch Trapper,
1:37:32
Jimmy Wong, Josh LeQuay, and of course to
1:37:34
Josh Murphy and Jake Boss for taking the time
1:37:37
to talk about the matter today. Thank you. Thank you
1:37:39
very much. Thank you. Thank you. Thank
1:37:41
you. Thank you. Thank you.
1:37:44
Thank you. Thank you. Thank
1:37:46
you. Thank you. Thank you.
1:37:49
Thank you. Thank you. Thank
1:37:51
you. Thank you. Thank
1:37:53
you for your attention. or
1:38:00
ask us on Twitter at
1:38:02
JF Wong and at Josh
1:38:05
Lee Kloen. See
1:38:07
you later, anyway. Greetings,
1:38:10
human!
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