Today, I'd like to delve into what seems to newer players and newcomers to Commander to be a sometimes daunting task, and that task is getting started! From "general" (low hanging fruit, anyone?) tips to basic advice on deck construction, my aim to provide a solid foundation for getting into Commander.
A recent Reddit thread saw a newer player ask what mistakes new players make when getting started. While I feel that "mistake" is the wrong way to put it, a number of folks came together and offered up lots of useful advice. I'll expand a little on some of the advice I posted, including reiterating the most common and important piece of advice:
1. Talk to your playgroup.
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Pretty much this. Give and take, yo. |
Leading with this has several benefits. Are you and a few friends taking the plunge together? A discussion in advance about things like adherance to the banlist, any house rules your group wants to implement, and it might be a good idea to have a frank discussion on your group's "social contract."
I don't think discussions on the "spirit of EDH" are helpful. There is no one universal social guideline, though in my opinion, "don't be a dick" comes closest. Sitting down with your prospective playgroup and asking what they deem to be okay will preemptively solve most of your problems. I admit that this will be easier among friends and acquaintances, and that many people prefer to avoid confrontation. However, a discussion might just be the thing to prevent hurt feelings, prevent a faux-pas, and have enjoyable games where everyone's on the same page. No two people have the same definition of "fun," so it's important to be respectful of the styles and eccentricities of others, as it's this social fabric that makes for memorable games. However, their happiness is also not necessarily your own. They have to work to accomodate you, as well. This can be resolved, again, by talking to any problem players. All relationships take work from all parties to be healthy, and a playgroup/meta is no different. If compromise can't be reached, then you're headed for troubled waters. But the middle of a game isn't the best time or place to discuss individual philosophies on the game.
2. You don't need the best of everything right off the bat. And you don't need to prove that you are the best.
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That goblin looks responsible and honest! |
If budget is not a concern, and you're an enfranchised player just getting a feel for Commander, in my view it's better to put together a somewhat suboptimal list if you're joining a playgroup in the blind. People will play again with someone they handily defeat, but if in your first game you crush the whole pod, people might be less willing to give you another chance. It's human nature. With this in mind, as with any game, you have to be prepared to accept losing.
It should go without saying that being skilled at Magic: the Gathering is no guarantee you'll win in Commander. Increased variance, multiplayer politics, and, unfortunately, grudges and salt all play a role in victory and defeat. The best constructed deck in the world (if there even is one; this format is a long way from "solved") folds to any and all of these things, regardless of budget and design. While it's not reasonable to expect your playgroup to allow proxies to "level the field," or to adjust the power levels of their decks to match yours while you're just getting started, I'd point out the above: don't be a dick. Games of Commander with slightly suboptimal decks on the part of your opponents (or with proxies, if your playgroup gives you the go ahead) are better than nobody getting to play.
Alternatively, ask to swap decks for a game. I usually bring 4-5 decks with me when I go to play at Commander Night at one of my LGS, and if my pet deck (Horde of Notions) is dominating, I'll retire it for the evening and play something like my brand new Nath of the Gilt-Leaf deck. No tutors, just janky elf tribal without any of the things that make Elf Tribal good. I'd rather play than not play, and it's important to me personally that folks have fun. If my favourite deck did its thing once, I'm happy to change it up to let other people do their thing.
So have some fun! Play ten mana foils you drafted 6 years ago. Run shocks over ABUR duals. Consider decks that don't need often overpriced "staples." R/edhrec on Reddit is an invaluable resource for finding cards that others have had success with. Play other decks, and if you have multiple decks, change it up! An open mind often trumps an open wallet.
3. Politics is an important aspect of the format.
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"Gold, you say? I guess you can live." |
Finally, a chance to use my degree! Politics in Commander can be explained by examining a concept called realism.
Often, folks tend to think of realism in terms of the observed, as the concept of perceiving reality. That's kind of true. It can be a tough concept to fully articulate, but you might be surprised that almost every decision you make while playing a game of Magic can be considered realistic in nature.
For students of history, philosophy, and politics, you might know of realism as a school of thought in international relations. Some of the same concepts that you unconsciously recognize and base gameplay decisions on can be found in Hobbes’ Leviathan, or in Machiavelli’s The Prince. Without necessarily being cognizant of the fact, we apply a framework first articulated nearly 400 years ago to help us make decisions while playing Magic, particularly multiplayer varients.
Can you recall an instance where you managed to convince someone not to attack you? Maybe a bluff, maybe misdirection, gesturing toward or moving your hand toward a few untapped lands, maybe convincing someone that another player was a bigger threat. Maybe even a little...
While I’d argue that the method in which we approach doing these things can matter, all of the begging, pleading, bluffing, eyebrow-raising, card drawing, and knuckle-cracking we do comes from a basic understanding of realism, and the four beliefs that exist at its heart.
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Literal give and take. Take, mostly. |
While I’d argue that the method in which we approach doing these things can matter, all of the begging, pleading, bluffing, eyebrow-raising, card drawing, and knuckle-cracking we do comes from a basic understanding of realism, and the four beliefs that exist at its heart.
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Pic related? Who knows with Foglio? |
A. The world exists in a state of chaos, or anarchy.
This one is pretty straightforward. The game of Magic contains a set of rules, and so the argument can be made that a game of multiplayer Commander isn’t pure chaos, but I’d liken the game rules of Magic to the physical laws of the universe (gravity, relativity, cause and effect, etc.). Earth obeys the laws of physics, but the nations of the world go to war, oppress their subjects, or attempt to improve the world in which we all reside. So while we’re all bound by the physical laws of reality, each part of the world tends to perceive the world differently. So we have natural order, but people add a layer of chaos to a game. This segues nicely into the next point:
B. States are the actors.
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Limelight - Rush |
If a game of Magic is“the world,” and the rules (“the laws of the universe”) apply, then each player is a sovereign “state.” Each player has their own reason for playing, their own philosophy for deck construction, their own definition of “fun” (again, an oft debated topic). They also bring things to the table that aren’t Magic-related per se. Some people are quiet, and others have a tenuous grasp on the rules. Others still are confrontational and openly hostile, and some people can adapt the way in which they’re perceived to great effect and greater benefit. Others bank on their reputation in a given "meta," a metaphor here for the international community. Each player is unique, and has their own motivations for winning. They also have a price...
C. States are self-interested and pragmatic.
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Killing your boss to take his place? Succeed or deal with the consequences.... |
This is what players tend to forget, in my experience, often after losing a game. “Why did you attack me and not him?” is a common line I've heard. The person who asks often forgets that they had no creatures, or a suspended Kozilek with one time counter, or had antagonized the winner the entire game. That individual would often make the same decision you did, and yet criticizes you for making it. Players can forget that all players tend to act, wherever possible, in their own best interests. Barring some shenanigans, only one player can win, and it's usually the goal of every player. Which leads us to...
D. The number one goal of states is to survive.
Survival is often in one’s best interest (only often, though). If convincing the active player that attacking a third player is a better choice than attacking me, then I’d certainly consider it, if it kept me alive. Now, as I mentioned before, the way in which we approach influencing others can matter, as we don’t want to hurt feelings. Intimidating or threatening somebody over a card game is going too far. As is cheating. Anything else, though, can be reasonably expected during a regular game of Commander.
Conclusion
Okay! So now you know to talk to your prospective playgroup, not to worry about having a finely tuned, high-performance deck, and that people will be out for themselves in the lawless world of Commander. It's my sincere hope that this hasn't scared you off. I've been playing for quite a while now, and let me tell you, no other format is as rewarding as this one. There's no real meta above the local one, most cards are legal, and the format rewards creativity. But, as a social format, a certain amount of human interaction is required, much more so than competitive Modern, for example.
"Hey, man, I think I have a way to deal with the suspended Obliterate that guy gets on his upkeep if you can help keep me alive. Maybe attack that guy over there instead? Yep, four untapped. Well, maybe it's Venser. Or Remand. Can't tell you, of course. You just have to trust me."
Quite a bit different from:
"Sure. Yep. That's a card. Resolves. Thanks for the games."
It's an adjustment. But I'd absolutely encourage you to give it a try. Have some fun with it, innovate, and most importantly, talk to your playgroup!
Hopefully this article offers some insight to new players and those considering building a deck to try it out. As always, I'd love to hear (read?) what you've got to say! Hit me up with some feedback! And I'm happy to take suggestions on topics, too!
Have a great weekend!
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