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Commander banlist
Commander banlist












commander banlist

When FRF came out, manifest led us to talking about what it meant to be a commander-which is what got us talking about tuck in the first place. We prefer as diverse a field as possible.Ĥ) It clears up some corner case rules awkwardness, mostly dealing with knowing the commander's locationin the library (since highly unlikely to actually end up there). Nothing runs the feel-bads worse than having your commander unavailable to you for the whole game.Ģ) The presence of tuck encourages players to play more tutors so that in case their commander gets sent to the library, they can get it back-exactly the opposite of what we want (namely, discouraging the over-representation of tutors).ģ) While we are keenly aware that tuck is a great weapon against problematic commanders, the tools to do so are available only in blue and white, potentially forcing players into feeling like they need to play those colors in order to survive. In no particular order:ġ) We want to engender as positive an experience as we can for players.

commander banlist

None of them individually was the silver bullet the combination of factors got us to where we ended up. There are four major points in how we arrived at this decision. Note that this is a replacement effect, but it can apply multiple times to the same event. Just like with the graveyard, if you want it to go into the library/hand, you're more than welcome to let it. If your commander would go into the library or your hand, you may choose to put it into the command zone. Hang onto your hats: we're changing how tuck works for commanders. Conspiracy introduced a bunch of new and interesting commanders, a few unusual planeswalker-commanders have been previewed, and Khans is going to provide some much-needed wedge-color love. On the whole, we're pretty happy with the health of the format. Aside from Sharuum - a deck that can already be built to a competitive extreme - the decks that most look to use Metalworker already have a lot of disadvantages to overcome, so allowing them the occasional early explosion should be acceptable risk. However, the all-in nature of Metalworker leaves it vulnerable to mass artifact removal, and when it isn't performing optimally it's a pretty weak card (though still part of several combo engines). We like to encourage battlecruiser-style decks, but over the later stages of a game, where players have had a chance to build up to combat it. It's capable of making some truly ridiculous amounts of mana, and having 12+ mana available on turn 4 or 5 is not something that casual games should have to deal with.

commander banlist

We've been discussing the possibility of unbanning Metalworker for a while now. We're leaving it banned for now, but may revisit that in the future. Erayo was the most contentious it's a bigger problem in competitive play, which we don't really consider, but is a miserable card to play against at all levels. Though we have a few reservations about how annoying Kokusho may be, general consensus was that unbanning her was more correct. Fully banning Braids and Rofellos were easy calls, especially given Rofellos' last stint. Having multiple lists was unnecessary information overhead, and we felt it was clearer to have a single, streamlined banlist and add "Problematic as a Commander" to the banlist criteria.ĭoing that meant that we needed to evaluate the four cards on that list. The first one is that we've decided to eliminate "Banned as Commander". We're posting this early because the changes will be going into the Magic Online Beta shortly, and we didn't want that to happen unannounced.














Commander banlist