As I mentioned the other day, Wednesday night also saw my first games of Magic in the Commander format. Basic rules are the same, but for the following exceptions:
1. Starting life is 40
2. Decks are 100 cards
3. You can only have one copy of each card, other than basic lands
4. One of your cards is your commander; it must be a legendary creature, and you can only use colours in your deck that correspond to those of your commander. When not in your hand, the battlefield, or exile, the commander resides in the command zone, and can always be cast from there; each casting beyond the first adds 2 to the mana cost.
5. In addition to the usual win conditions, if your commander does 21 points of combat damage to an opponent, they lose.
Also known as Elder Dragon Highlander, the format started as a casual thing among long-time Magic players, and the rules are maintained by a cabal of "senior" players, rather than Wizards of the Coast.
The format is insanely fun. Games are longer, more lands and mana are played, and as a result, you get to play fun, ridiculously mana-costly cards that from what I gather, simply don't see play in "normal" formats. Basically, you get to do all the cool stuff that attracts some people (like me) to the game in the first place, and that I was disappointed to find out I didn't generally get to do.
My kind of fattie. |
To put this into perspective, I played two games Wednesday night, lost both, and had a terrific time playing both games. The second game looked like I had it in the bag, then Otherdave played a creature that made it impossible for me to block, and while I had responses in my deck, they weren't in my hand. One massive swing later, and OD had the game. That kind of "out of the blue" swing seems pretty common in the format, is a guaranteed recipe for gits and shiggles.
Otherdave was running a Sliver deck, which basically means he had ridiculous synergy (every card in his deck, pretty much, does something to buff every other card in his deck). I was running a deck commanded by this guy:
He's pretty straightforward, rewards aggressive play, and I've tried to build a deck that capitalizes on that; lots of recursion, sacrifice, and creature enter / leaves mechanics in the deck. I'm doing this on a budget (another fun thing, you can build a reasonable deck without having to pay for premium, high-demand standard / modern cards), so I'm sure there's more expensive and effective cards I could play, but most of the cards fall into the $.10 to $.50 range.
Both Otherdave and I have been nosing around ideas for other decks as well. I can't see myself actually buying one for a while, but I've had a few ideas, (leaning towards R/W or R/W/U. There's some Theros cards that are intriguing me, and I've got a pile of penny cards in those colours from the stuff the Beloved got me at Christmas. Building / designing these decks is almost as much fun as playing with them.
I'll close out with my current list. There's a pile of cards I could add here, starting with lands, to improve the deck, and over the long term, no doubt I'll be making some additions. I'm really looking forward to playing more of this.
Commander
|
Sek'Kuar, Deathkeeper
|
Creatures
|
Corpse Blockade
|
Corpse Hauler
|
Dawntreader Elk
|
Death Cultist
|
Garruk’s Horde
|
Garruk's Packleader
|
Gatecreeper Vine
|
Golgari Guildmage
|
Harvester of Souls
|
Hythonia the Cruel
|
Korozda Guildmage
|
Liliana’s Reaver
|
Lobber Crew
|
Manaweft Sliver
|
Molten Primordial
|
Nearheath Stalker
|
Purphoros, God of the Forge
|
Sepulchral Primordial
|
Smolder Initiate
|
Sporemound
|
Sylvan Primordial
|
Terrus Wurm
|
Trestle Troll
|
Tymaret, the Murder King
|
Vastwood Hydra
|
Voyaging Satyr
|
Woodborn Behemoth
|
Artifacts
|
Ratchet Bomb
|
Gruul Keyrune
|
Other Spells
|
Act of Treason
|
Alpha Authority
|
Breath of Malfegor
|
Burst of Strength
|
Dark Prophecy
|
Devour Flesh
|
Diabolic Tutor
|
Doomblade
|
Grim Return
|
Ground Assault
|
Harrowing Journey
|
Horncaller’s Chant
|
Howl of the Night Pack
|
Into the Wilds
|
Life and Limb
|
March of the Returned
|
Mind Rot
|
Natural End
|
Pit Fight
|
Plummet
|
Portent of Betrayal
|
Prey Upon
|
Primal Visitation
|
Ranger’s Guile
|
Rescue from the Underworld
|
Rise from the Grave
|
Spider Umbra
|
Tin Street Market
|
Vandalblast
|
Verdant Haven
|
Land
|
13 Forest
|
7 Mountain
|
14 Swamp
|
Encroaching Wastes
|
Ghost Quarter
|
Golgari Guildgate
|
Gruul Guildgate
|
Rakdos Guildgate
|
Opal Palace
|
I'm actually reading this with my cards piled on my desk :P
ReplyDeleteI've never played that format, it does sound really fun! I'll suggest it to my friends and see what they think, i'm currently loving big red-green monsters so this would be perfect to let them have a real romp!
It's perfect for big gribblies; the mana curve is long enough to get a good selection out reliably, and you get to play with cards that just aren't viable in normal play.
ReplyDelete