Showing posts with label contest. Show all posts
Showing posts with label contest. Show all posts

Monday, July 25, 2011

CommanderCast S3E9: Real Talk Redeux

Posted by ANDY aka GHoooSTS
An exciting week here at CommanderCast! Season 3 contest winners selected? Check. The end of the monocoloured madness? Check. Rules committee R&A, part two? YOU SEE IT! Brace yourself for this episode because it's totally sweet. There's a lot going on here (about two hours worth of material), but don't worry... between Donovan, Brionne, Alex and myself, we should be able to guide you through the material without an unexpected vomiting fits or joy seizures.


I also want to provide extra thanks to my co-hosts. Brionne was super helpful as our point man for the mono-white discussion, and I assure you she was very good in this role. Alex also deserves extra thanks for making himself super accessible to us and you, answering pretty much any question, and generally chilling with us. Alex and Brionne also both came through big time when a file was lost and re-recorded a segment with me early on the weekend. Also, as always, Donovan prooflistened this joint up.

Also, don't forget to check out the Circle of Judgement this week featuring Derfington! We pick our winners (if you're lame, you can also just check the contest results page and scroll down) and talk our picks.




Show notes and links below. Enjoy.



00:00 to 05:50: Intro:Who is this yelling at you? Why should you care? Also announcing the Season 3 Contest Winners and announcing the next Call-In Episode. Get the details and e-mail us to be on CommanderCast!

COMMUNITY

06:03 to 47:45: Rules Committee Real Talk II: Since S3E1, I have been soliciting your questions for the Commander Rules Committee's Alex, who made an appearance in season 2. Alex has been kind enough to descend from the RC's equivalent of Mount Olympus to grace us with his wisdom and insight. He answers questions from our listeners and ourselves for a long time.


48:00 to 49:37: Community Spotlight: Castles and Cooks: It's games, it's cooking, it's ridiculously tasty. Check out Castles and Cooks and start getting fat!

STRATEGY

49:50 to 1:12:51: Mono-White: It's mono-white's turn to be discussed. Why play mono-white, and where are it's strong points? What are the weaknesses? How can you compensate for the colour's shortcomings? As tricky as this can be, you can count on Brionne to guide you into this topic. In fact, you better be counting on it, because me and Alex don't know too much about mono-W in Commander.


As a note, this is a second recording of this segment, the first was lost. Donovan has a dramatic reenactment of the event. He was unable to make it to the recording.





Note, this is not what ultimately transpired, but is rather a horrifying view into what COULD have occurred.



TECHNOLOGY

1:13:02 to 1:24:16: Mono-White Technology: Here's some helpful cards for mono-white decks.

Alex's Picks:
Donovan's Pick:
Andy's Picks:
Brionne's Picks:

1:24:29 to 1:37:07: Entourage: Celestial Kirin: He's a Spirit, he's from Kamigawa, and he blows stuff up. He's underused. Mono-white? Check. A perfect fit for this podcast, we're assembling a skeleton around this explosive, underplayed Commander. Let's do this shit.

Andy's Picks:
Erratic Portal
Brionne's Picks:
Blinking Spirit, Kami of False Hope, Ranger of Eos, Shining Shoal, Yomiji, Who Bars the Way

1:37:21 to closing: Outtro.

PERTINENT LINKS
CONTACT INFORMATION
  • General show contact/Andy: E-mail CommanderCast(at)gmail(dot)com / Twitter @CommanderCast
  • To Contact Donovan: E-mail donokun(at)gmail(dot)com / Twitter @d0su
  • To Contact Brionne: E-Mail snapple.coffee(at)gmail(dot)com / Twitter @snapplecoffee
  • To Contact Alex: PM Ban-Ki Moon over on mtgcommander.com's forums

Wednesday, July 13, 2011

Mid-Week Update: July 13

Posted by ANDY aka GHoooSTS
Close on the heels of S3E7, we have an update as per the new standard (no, not the format everyone complains about). This Wednesday Matt aka TheGoldenBoy is back with True Conviction 03, where he's talking sideboards. Yep... dem sideboards. If this isn't enough sideboard talk, we also went over the issue in an earlier episode of CommanderCast, so you might want to put that in the scope real quick if you're still thirsting for sideboarding goodness.

For the record, I still haven't bothered with the sideboard. It's just... too much work. While that sounds kind of pathetic, I can barely modify a precon, much less build a deck from scratch... so sideboard construction is just another nice thing I can sidestep.

Be advised; the Circle of Judgment approaches. Joining it's shadowy ranks this season is Derfington, the Grand Imperial Archrduke of Pimpology and boss of Durdling Around (up in this bitch).

In any case, as usual on Wednesday I'd also like to solicit some feedback. I have received some fantastic help for Friday's upcoming satirical league rules article. In two Fridays, you will have the misfortune of seeing my 'writing' again. I have two topics, and I'm not sure which people would prefer to see. I'm divided between the issue of "Birth of a Nation", which will be a chronicle of the Ib Nation and it's continued development; or the "Commander Sanity Checklist", which was suggested by my man Travis as a bit of a reality checklist for those of us who can forget at times that Commander is just a questionable-quality format of an overpriced collectible card game. Which would people rather see? Let me know one way or another, because I'd like to get help on both again.

Anyway, here's Matt, aka The Truth of Commander, aka TheGoldenBoy, aka you favourite columnist's favourite columnist, talking Sideboards. LETS GET IT

True Conviction 03 - "Let's Use The Optional Sideboard Rule!" or "How To Fail The Voight-Kampff Test"
By MATT


I don’t hate competitive decks.

Okay, I’ll grant that this sounds far-fetched coming from the guy who says “tutor generals are worse neighbors than the Taliban” and “you’re as respectable as John Wayne Gacy, Jr. when you play 5-color combo decks”—but it’s the truth. To hate competitive decks would be to hate one half of myself, one half that surfaces at the right times and the right places but remains respectfully hidden away from the casual group games that the Rules Committee (hereby abbreviated to ‘RC’) promotes.

There is a time and a place for a Land Destruction archetype, for “Counterspell: The Deck,” for Necrotic Ooze combo, for Erayo lockdown, for Captain Sisay and her hateful band of prison guards, and for all the things you deem “cheap” or “unfair” or “overpowered.” That place is for equally Spike-y playgroups and that that time is for when someone chimes: “Who wants to duel?” I am fully in support of both ends of the spectrum of Commander—“Casual” and “Competitive”—and I never judge unless one of the two is presented repeatedly and pompously out of context.

I am loving and accepting and open to all of the wonderful things that this format has to offer—wait, who invited you, Optional Sideboard Rule? We don’t welcome your kind around here! OUT! GET OUT! That’s it, I’m getting my shotgun!

Alright, I suppose I have some more explaining to do for my blatant hypocrisies. You see, sideboards and I have a bit of a troubled history, and not a single agreeable experience to speak of. Whether the Optional Sideboard Rule was being used in group games or in dueling, the results were the same: the Optional Sideboard Rule favors assholes and leaves an ass-y flavor in the mouths of all the other players, plaguing playgroups and negatively affecting turnout. In other words: the Optional Sideboard Rule (henceforth ‘OSR’) is a big middle-finger to both casual and competitive Commander and should never be used under any circumstance.

Yes, I understand that “normal Magic” has sideboards, but this isn’t normal Magic. This is a format where communication, knowledge of the meta, and a temporary “3v1” is your sideboard and shield against so-called “degeneracy.” And especially in Commander duels, your knowledge of the competitive meta and your weaknesses should be taken into consideration in your deck-building stages, given that your deck consists of 99 cards, which is plenty of room for diverse and/or redundant answers. Let’s move on.

The Rules Committee’s obvious endorsement of the OSR is just one reason of many that I don’t trust their authority and often describe them as irresponsible and out-of-touch. Let’s take a look at what they have to say in support of the use of Sideboards on the official Commander website, and break down their argument point by point:

“Highly tuned threats piloted by skilled opponents mandate efficient answers. The minimum number of response cards required to ensure they are available in the early turns can easily overwhelm the majority of an EDH deck's building space.
Sideboards allow players to respond to the "best" strategies in a timely fashion. They should be strongly considered as a necessary defense against brokenness and degeneracy in an environment where no gentlemans [sic] agreement on style of play exists.”

“Highly tuned threats piloted by skilled opponents mandate efficient answers.”

As a matter of fact, EVERY threat in Magic mandates answers, and the severity of those threats and those answers shouldn’t be a sliding scale that you move freely in a 3-minute span before matches (and I’ll explain very pointedly why in a bit). As your knowledge of the card pool deepens and as you gain access to more efficient answers to deal with decks that become more “highly tuned,” the scale should be sliding naturally towards “efficient” over the course of your time playing Magic. If this isn’t happening naturally over time, then you’re bad at Magic. Your opponents aren’t cheap jerks who need to be punished for running more efficient decks; you’re a bad player and your stubbornness makes you the deserving target of my next dragon punch.

“The minimum number of response cards required to ensure they are available in the early turns can easily overwhelm the majority of an EDH deck's building space.”

I’ll get straight to the point: the only time you’ll be in need of redundant efficient answers in the early game is when someone opens with Sol Ring, Mana Vault, and/or Mana Crypt, and uses this Legacy-banned dream team to fuel an early combo or lock piece. I agree that you shouldn’t have to fill your decks with excessive amounts of targeted discard and artifact hate, but having to do this isn’t the fault of “highly tuned threats piloted by skilled opponents”—it’s the fault of a really irresponsible ban list encouraging players to build degenerate decks (but I’ll save that for another diatribe). Point being: The RC and OSR supporters are crying “Wolf!” when we can see the murderer stabbing our inner-child in plain sight of us.

“Sideboards allow players to respond to the "best" strategies in a timely fashion.”

Sure, but sideboards also allow bad players to momentarily compensate for their stubbornly inefficient answers in favor of putting in utterly offensive hate cards. You better believe that if there is an option available to players to manipulate a rule in an unsporting way, they will—and with shameless bulges in their britches—especially if there are prizes on the line. And if there aren’t prizes on the line or the environment isn’t competitive, then why in the hell else would anyone even consider using a sideboard? Oh boy, do I have some snarky answers coming to that question!

“They should be strongly considered as a necessary defense against brokenness and degeneracy in an environment where no gentlemans [sic] agreement on style of play exists.”

Whether there’s an “agreement” or not, there’s a certain communicative expectation that takes place before, during and between matches which sets the stage for what constitutes an acceptable style of play for every group (or, if it’s a tournament setting, you bring your best and expect the same, period). Encouraging the use of the OSR shits all over the ideals of respectful communication (and surely the type of “social interaction” the RC is trying to promote), instead leading players to deliver spiteful “fuck yous” in cardboard form as they reveal themselves to be one of the following types of players: a) self-righteous condemning assholes, b) rules-manipulating unsporting twats or c) stubborn scrubs with shit decks.

Let me be absolutely clear: the OSR is NOT the bridge between competitive and casual play styles, if even there is one. If someone brings a gun to your knife-fight, then take out your own gun or ask him kindly to take out his knife, too. If you don’t have both styles of Commander decks, then you’re going to quickly become one of the three obnoxious bastards in the above paragraph that no one enjoys playing with.

The very first time I played a game of Commander in which someone actually opted to take advantage of the OSR, he was the sole player to do so at the table. This was a 4-way tournament setting, and one that I’ll grant was poorly regulated, because the B-type player took longer than 3 minutes as he delved into his ENTIRE binder of cards to find a single card before our match that was meant solely to hose my deck. The card was Empress Galina, which is the only card he put in simply because Sisay joined the General pile.  We’d never played against each other before, so he had no idea what level of “degeneracy” my deck was packing.

As if having a combo-centric mono-blue Memnarch deck wasn’t competitive enough, the sideboard-using player opted to give himself a boost just to hose one deck, simply because the rules allowed for it. In other words: The rich just got richer, and sideboards failed to fulfill their “game-balancing” destiny. Strike one.

In this same playgroup, mono-blue and blue-heavy became far too prominent, and every game was littered with counters and attempts at combo-ing off with the same couple of combos seen in every deck. The obvious fact that this playgroup seriously lacks for imagination aside, I have to judge the non-blue players, too, who refused to tune their decks to be faster and more aggressive to combat the blue menace. At the very least, you’d think, that the Asuza players would switch to Thrun and match his blue opponents in cards that can’t very well be interacted with and just win every game, right?

What the non-blue players did, instead, was take advantage of the OSR to play cards like Choke, City of Solitude, and Boil, regardless of if there was just one blue player or three. That’s not to say that any of these color hosers ever resolved, but then that would describe our C-type players rather well, wouldn’t it? The rich decks continued to prosper by adding cards like Back to Basics while the OSR just made for a more hostile and bitter experience for all. Strike two.

I used to play competitive 1v1 games in the only venue that held tournaments for them in NYC, an unsurprisingly brief venture that ended in a matter of months due to low turnout. I could write an entire article about the rise and fall of this scene, but I can’t emphasize enough how instrumental the OSR was in bringing the scene to its bitter end. With money on the line, I decided that I no longer wanted to lose to control decks, so I filled my sideboard with the most vicious anti-control tech available. I was known infamously for putting in 8 cards from my sideboard every time a blue player sat down across from me.

After a while, my deck became fast and strong enough on its own merits that I no longer needed all of the hateful sideboard cards—but I kept playing them, because I could. I used to rant in that oh-so-endearing way that I do about how the blue players needed to be taught a lesson, and I was doing everyone a favor. Well, not all blue decks are created equal, and my smug sideboarding started to deter every single blue mage—either super competitive or merely competitive-curious—from showing up again. Strike three. GTFO.

If the RC continues to marginalize competitive-minded and/or duel Commander, the format will become characterized by constant anger and confusion as long as players have the option to communicate in passive-aggressive spiteful terms. Calling the sideboard rule “optional” while being clearly in support of it is irresponsible—given the obvious detriments the rule has to promoting positive social interactions. But this is just one of several clear indicators of the RC’s attitude towards players who don’t share their identical vision of Commander, as if ignoring those players will make them vanish. As if giving a little wink and a nudge to encourage A and C-type players to resolve their grievances with better players through manipulating anti-social rules will grow the community. As if being skilled and playing highly-tuned decks is something deserving of derision and spite and has no place in Commander.

I have much more to say about the sort of unwelcoming “Us vs. Them” message you can easily glean from reading the official rules and delving into articles from the RC’s figurehead, but I’ll save it. The bottom line is that the RC has a ton of sway in determining how fledgling playgroups handle get-togethers and tournaments, and the “official rules” can and have ruined newcomers’ impression of the allegedly social format we all call Commander. More to come.

Monday, July 4, 2011

CommanderCast S3E6: Evil Deeds

Posted by ANDY aka GHoooSTS
The most sinister of mono-coloured strategies is on the horizon, blotting out the sun and with it, the other colours. This week CommanderCast is examining mono-Black strategies in EDH in strategy with a heaping helping of mono-black Technology to follow it up. I have Donovan and Adam (returning from an adventure, and having gained SEVERAL levels) joining me in welcoming our guest Don, who is in Japan and plays pretty much only mono-B decks. It seemed sensible to have him contribute to the show.

If you are reading this, then you are no longer entitled to enter the Season 3 Contest. Put your sharpies down. We'll be doing a Circle of Judgment soon and should be announcing the winner in Episode 9 of the season. I would like to thank everyone who contributed as I personally received many larfs looking over these cards. The winner will be getting the hookup from my man Derfington, with the runner-ups getting a Stoneforge Mystic apiece.
Show notes and pertinent links below. Enjoy.



00:00 to 03:22: Intro: Introducing the podcast, your hosts, and a brief rundown of podcast news for the week.

COMMUNITY

03:30 to 14:17: Free-For-All Roundtable: Diversity vs Power: Some cards almost single-handed enable an entire archetype, and as a result becomes obnoxiously ubiquitous. Would you rather see some of these cards removed from the format to promote diversity, or do you think the damage they do to the archetypes losing them wouldn't be worth it?

14:28 to 35:17: Leaning on Your Group: If a group is established and comfortable, playing along certain lines or using some cards can be pretty abrasive, but can also promote change. Poison, land destruction, colour hosers, and other cards or deck types can warp metagames in new directions. Is this good or bad? How do you draw the line between trying to invoke change, and griefing for the sake of it? How can you approach this tastefully?


STRATEGY

35:30 to 1:02:55: Mono-Black: The most evil, and definitely one of the most powerful colours in Commander is being examined. Mono-black decks have a lot of strengths some easily identifiable weaknesses, and maybe some angles you have never considered. Join us as we look to the darkness to satisfy our LUST FOR POWAR.

TECHNOLOGY

1:03:06 to 1:17:40: Mono-Black Technology: Following up the mono-black strategy, we're putting some solid mono-black cards in the scope for your pleasure.


Donovan's Picks:
Replay in Kind, Doomsday
Don's Picks:
Dark Ritual, Xaihou-Dun, the One-Eyed
Andy's Picks:
Nightmare Incursion, Words of Waste
Adam's Picks:
Void Maw, Mire's Toll

1:17:52 to 1:38:11: Secret Tech: Don Edition: Continuing up the mana curve, we find ourselves needing some two-mana favourites. Like the one-drops, these two-mana spells need to be pretty strong to be bothered with in EDH... but we've got some solid suggestions here.


Common: Befoul, Brainspoil, Grim Discovery
Uncommon: Withering Boon, Shrouded Lore, Fleshwrither
Rare: Imp's Mischief, Sudden Spoiling, Phage the Untouchable

1:38:22 to closing: Outtro.

PERTINENT LINKS
  • Season 3 Contest (in case you somehow missed the other links or something)
  • Sir Derfington, Grand Imperial Archduke of Card Alterations and Boss Status Pimp Player
  • Donovan's Spirit of the Night deck, "Greatness at Any Cost" (warning: naming decks like metal albums is awesome)
CONTACT INFORMATION
  • General show contact/Andy: E-mail CommanderCast(at)gmail(dot)com / Twitter @CommanderCast
  • To Contact Donovan: E-mail donokun(at)gmail(dot)com / Twitter @d0su
  • To Contact Adam: E-Mail adnelso(at)gmail(dot)com / Twitter @magicfugu
  • To Contact Don: E-Mail the.don.kimball(at)gmail(dot)com

Friday, July 1, 2011

Friday Flashback: July 1

Posted by ANDY aka GHoooSTS
This week the Friday Flashback has none other than yours truly on point with another article being a nitpicky bitch about boring semantics. Fortunately, I also roll deep with a whole squad of the Commander community's top bloggers/writers, so the stank of my own works is at least disguised by their excellence. Also, as always to kick off this flaming-hot session of Commander material we have CMDRDeck's latest joint.

Don't forget to enter the Season 3 Contest if you like winning stuff. This is your last reminder before the deadline for entry arrives with the release of S3E6! LETS GET IT

In other news...
  • I'm up on Twitter for the next little while asking questions about what you want to see on CommanderCast. Each night I'm posting a QUESTION that you might want to answer.
  • My next article needs your help. Back me up with your Satirical League Rules by e-mailing them to CommanderCast(at)gmail(dot)com! The best entries will appear int he article, obviously with appropriate credit given to it's author. I'd like to see this be a bit of a community-produced article so fire away.
  • Alex aka Ban Ki-Moon aka Rules Committee Member will be on CommanderCast before this season ends, barring unforeseen difficulties. I need hard questions to ask him. Give them to me in an e-mail with the subject header "Rules Committee Questions" please.
  • You probably noticed Carlos isn't writing here anymore. I can't pay him and Quiet Speculation does, so if you want to read his stuff, go over there and CHECK THAT SHIT
  • A call-in episode is coming up, so brew those topics, test your mic, and make sure Skype is working for your appearance! I just figure as a note, if you've been on the show before, people who haven't will preempt you for a spot... but that doesn't mean you won't be on, either.



    AFFILIATE WORKS FOR FLASHBACKING 
    Finally, let's roll out this train wreck, son. Get your barfbags ready!

    The Social Contractor 02 - Oops, I'm Salty
    By ANDY
    Last time y'all heard from me I was discussing the semantics of "douchebag" in Commander. This week I'm examining another phrase that segments of the Commander community have decided to embrace that I either don't think has much of a place in our vocabularies, or we need to consider what these phrases mean before we keep firing them off. Some of them are mean-spirited, and these are always the worst ones. I gave “douchebag” a thorough look last week because it had permeated so deeply into the fabric of Commander communities that the stank was impossible to ignore, and it needed a thorough washing to get it out of our systems. This next phrase isn't nearly as bad, but is an easy one to address and deal with. The “easy” part is good, because I hate hard work sometimes.

    "Oops I Win"

    This is a phrase that has the unfortunate double-whammy of not just being applied improperly in most situations, but also being incredibly dismissive to a player and their entire game plan. You may have noticed that very few players actually winning ever say "oops, I win"; instead, it tends to be the players in the process of losing that label the victory as an "oops, I win" moment. As we get into why this phrase is the mark of a salty loser, let's scope the situations it's most commonly applied to and look at why I think this phrase is a steaming pile of poopy when used in them.

    COMBO VICTORY:

    Is calling combo "oops, I win" appropriate? The connotation is that here, the combo player just so happened to draw into the pieces s/he needs, or topdeck the missing element of his winning combination. So herp derp, what a lucky guy, right? Maybe he didn't even realize Hermit Druid works that way!


    Wait a minute...


    I can understand that these wins can feel jarring, and maybe a bit 'Oops'-y as a result. After all, if the game has mostly been conducted along one axis and then a player wins by acting along a totally different line of play, it does feel strange and abrupt when the game comes to a close. Sometimes, it doesn't feel good. But dismissing those paths to victory as accidental in the manner "Oops, I win" does is inaccurate and really makes you look sore. A combo win composed of pieces stashed within a player's own deck is about as far from accidental as possible, unless they're literally realized during play that this produces an infinite loop or something (those situations are different, and should be celebrated as a player gains better awareness of how their cards interact). You might not like it, and you're free to bitch about it when you lose, but just say what you mean.


    Instead of branding a combo victory as 'Oops I Win', why not just call it like it is? Somebody else won. It happens all the time (unless you're stomping those kids at the school into the dirt, which they probably deserve for being such smug bastards with their 'recess'). Shuffle up and next game maybe you can accidentally win with your Worldgorger Dragon and Animate Dead.

    HAPPENSTANCE:

    Sometimes, you just get a winning combination of cards and aren't even yours! This usually involves making use of an opponent's resources with something like Lilliana Vess or Necrotic Ooze. This is about as close to a legitimate 'Oops I Win' situation as exists, but even then, I don't think the term is appropriate.


    Cards aren't in your deck because they fell in there while you were dusting the lab and you thought, "well... whatever" (unless you're crazy/awesome). You place them in a Commander deck knowing every one of those 99 slots beyond your general are precious resources, inherently limited, and the cards you choose have to serve specific purposes. Since Magic is a pretty complex game, some cards have potential to get into wild situations and interactions beyond their obvious scope, but these cards are well-known for these attributes, or at least you probably have an idea that this can happen. This is doubly true in Commander, when we fully expect to see six-plus mana bombs being thrown around the table; when such powerful cards are going to be used by their controllers and owners, we all recognize the value of Clone effects, Shunt cards, and Spelljack stuffs.


    When you put a card like Necrotic Ooze into your deck, you have to accept that sometimes playing it will result in you winning. Believing otherwise is a bit naive. You never know what will be in graveyards; you can't always control what your opponents will do. When you're presented with a buffet of abilities and resources by your opponents, then you should be ready to pig out on them to the fullest in any situation (gotta get your money's worth). Accept the implications of using a card like Ooze carries when you put it into the deck. Using Ooze, realizing there's an infinite combo built into it because of your opponent's graveyards, and not using it is kind of like when a player rolls a die to determine his Identity Crisis target. You're using the card, you know what it does. Put it in the deck with intent to use it.


    So while these kind of happenstance victories do occur, they're still not 'Oops I Win' situations. They happened because somebody consciously decided to use a card that can create these situations, whether that was necessarily their intent or not. This isn't to say your table's players all grab a guy and forcibly manipulate his hands to make him combo with Ooze and Kiji-Jiki in a graveyard if he doesn't want to ("stop tapping yourself!"), but if he doesn't want that kind of thing to happen, he probably shouldn't be using Necrotic Ooze in the first place. And when those victories do happen, you should appreciate them, if anything. The way Magic cards can happen to produce these circumstances is interesting. That's part of why we like the game, isn't it?

    'TOPDECK' OF CHAMPIONS:

    Sometimes in the early game, somebody drops a small squad of beaters and then rips Armageddon. When everyone is developing mid-game and things are building momentum, somebody occasionally hits Myojin of Night's Reach. When people are staring at each other across moats of creature tokens and giant beaters in the endgame, sometimes a guy draws an Insurrection. Sometimes a game has been going on forever and Exsanguinate for 40 happens. None of these, contrary to the beliefs of some, are 'Oops I Win' scenarios.


    There's the parallel to the above category, first of all. Why do you have Insurrection in your deck? I'll take three guesses:


    1) Somebody had a Lotus Cobra in play and it seemed worthwhile to invest eight mana into getting one back from your land drop, just because it will be Mythic Rarity Mana.


    2) You plan to temporarily abduct a swath of powerful creatures and permanently kill your opponents with them in one swing.


    3) You think the art is sexy.


    If you answered #1, you are weird but awesome; if you answered #3, e-mail me later and maybe we can... nevermind. You answered #2 anyway. You put these cards in your deck with the intent to win games using them. Single cards need to be exceptionally powerful to win multiplayer games, but their existence is hardly a secret, and their game-ending nature is well-known. Like characterizing winning by assembling a three-card combo a mistake by calling it an 'Oopsy daisy!' moment, calling the guy who rips Insurrection off the top an 'accidental victor' is insulting to them, their deck construction skills, and of course their luck (maybe most important of all).


    Sometimes you get a good topdeck, but those cards aren't in the deck by accident. There's no Game-Ending Card Fairy who goes around inserting backbreakers into people's stacks (besides, all MtG players know fairies are fucking evil and would never do something like this). Like a combo, it can be jarring. But when I hear complaints about cards like Insurrection, I can't help but remember that an oft-cited reason to play Commander is getting to use super-expensive, powerful effects... like Insurrection. So what's the deal here, really?


    When we say 'Oops, I Win', what do we really mean? Most of the time, I think it's another manifestation of frustration over losing a game in a way that feels abrupt, especially in a game with an extended buildup. Other times, it can be used to express displeasure with certain victory conditions like combos. In these cases, it's easier to just ask the person why they use what you take exception with and address the issue at the root instead of throwing an off-the-cuff remark. Like I've been trying to stress, if we want a social format, we have to socialize sometimes. It's scary, but we can do it. At the end of the affair, you'll better understand your opponents, build your community, and work towards mutually agreeable games. I think that sounds way better than kind of calling a guy a dick in the long run.


    Wrapping it up, I don't think 'Oops I Win' is nearly as damaging as douchebag's institutionalized rudeness. It's just a phrase that gets thrown around a lot more than it should. Why do we need to hate on each other's wins? I'm all for some ball busting, but at least be funny with it. This is more of a snide asshole remark that lots of people might not realize carries these connotations. Or, more often, they do, but think it's a clever way to say it. Turns out, if somebody with acute herpderpitis like me sees through it as just another case of UMAD, it's definitely not clever

    Wednesday, June 29, 2011

    Mid-Week Update: June 29

    Posted by ANDY aka GHoooSTS
    Sometimes, things just kind of come out of the blue with no warning. This isn't one of those things. The Wednesday update is here, and I'm packing heat with my man Matt's True Conviction #2! He's back with his unique brand of Commander writing, this week examining the phenomenon of the 'Generic 5 Colour' deck, and he's not pulling any punches. I'll just take the opportunity to say now his articles are probably the most profane posted here, so if you have delicate sensibilities, this might be too edgy for you. You might want to go back to using your monastery's intranet.

    You are also almost out of time to enter the Season 3 Contest. Just throwing that out there.

    TRUE CONVICTION 02 - An Open Letter to 5-Colour Deckbuilders
    By MATT
    Dear “Stan,”

    You often say that you’re like everyone else, although ‘I put my pants on one cloven hoof at a time’ sure makes us wonder. ‘My other mount is a Nightmare’ isn’t helping your case, either, though that’s not nearly as heinous as the fact that you think bumper stickers are a great form of self-expression.


    But you would think something like that, because you’re the sort of person who builds a five color Commander deck without a general.

    Excuse my tone. I promised myself that I’d be civil, but you make that difficult for me in light of all your smug indifference, your blatant disregard for both format and group expectations, and how you’d quite clearly rather be playing Highlander or perhaps Solitaire instead—if Solitaire had a component where three of your friends were strapped to medieval torture devices.


    I understand that a fella’s gotta eat, but you really ought to expand your palate beyond ‘devouring the misery of my friends for sweet sweet sustenance.’ Your words.


    I’ll never forget the day you joined our group, and not just because that’s when our LGS started to smell like brimstone (that shit’s more than ‘a glandular problem’). No, what truly stood out and burned its way into my memory is the confusion you created when you first sat down to play with us—for some reason smug and indifferent about the six prodding eyes waiting for you to reveal your General.


    I’d had to break the silence, “Hey… what General are you playing?”


    You’d smirked, “I guess if I HAD to have one, I’d go with Hoard of Notions—but just for the colors.”

    I suppose you’d missed the memo that the phrase ‘just for the colors’ is to Commander players as ‘of course I use steroids’ is to baseball purists.


    When I’d then asked why you’d sit down to a Commander table with no General and no intention of bringing one, you looked bewildered for a moment before declaring, “Oh, I’ve got a prison-style Gaddock Teeg deck I found online if you’d rather I played that.” You’d said it with such a straight face that I was certain this was your practiced comedy shtick, and I’d laughed.


    But you weren’t joking.


    You played your 5-color deck for us then, spending your first handful of turns dropping Sol Ring and playing Tier 1 tutors. The first five lands you played totaled more in cost than the entire rest of the other 3 decks at the table combined.


    After you played 5 consecutive global sweepers, your inevitable non-interactive combo went off. You looked so proud of yourself, especially when you stood up on your chair, dropped your pants, and proceeded to do what I can only describe as an overexcited hula.


    In hindsight, I’m not sure why we were willing to forgive that. But I’ve since learned that evil prevails when good men allow piss to spatter in their faces, as they say.


    Which brings me to the next point: You piss all over the ideals of Commander and our expectations as a group every time you play with us, regardless of the deck you bring to the table. There’s a reason I sound like a broken record with all that ‘missing the point of Commander’ talk, and you’re that reason. I can’t believe I even have to say this, but apparently I do; Commander is a format designed for positive social interaction in which you build around a Legendary creature who acts as the ambassador of your deck. Let that sink in for a bit.


    Now let’s imagine what kind of statement you’re making about your country when you refuse to give it an ambassador. 


    Envision Commander as a hearty band of adventurers journeying to faraway countries to find other individuals who enjoy sporting competition. They gather at the battlegrounds at the center of the world, and each time the neighboring landscapes shift and transform to encompass the country that is each Commander’s deck. There’s a fog of war in the air that shrouds surprises in those landscapes, but you can make out familiar details through the haze that look like amusement parks, sports stadiums, and casinos.


    But where there are normally four ambassadors meeting before the event, one spot stands conspicuously empty. However, someone—or something—has clearly risen to the challenge, as there are signs of a country through the misty veil behind where the ambassador ought to be standing.  Beyond the veil, the three ambassadors can vaguely spy an obsidian castle surrounded by a lava moat.


    One ambassador, Angus Mackenzie, calls toward the mist: “Hullo?” 


    In response, a cold wind blows from the black fortress, and it seems to be whispering “Fuuuuck yooooouuuu.”


    Angus, hard of hearing, says “Whats’at ya say?”


    A port opens up in the dark walls like a certain unmentionable orifice, and out comes a giant megaphone and the following: “I said ‘FUCK YOU!’” And then a million such orifices open in the castle walls, and five colors of lasers shoot out in every direction, immediately transforming the planet into a French discotheque.


    The point of this is that there’s nothing positively social about playing Commander like an isolationist fortress comprised entirely of assholes. 


    Additionally, it ought to have been immediately clear by the confused and annoyed reactions you caused with your opening statement that you weren’t going to jibe with our group’s expectations, as none of us were playing combo or lockdown or ‘for the colors.’ I sincerely regret that we weren’t able to communicate this effectively enough at the time, but the constant stream of insults that were your every move left us speechless. 


    Sure, you’d asked after our first game if we’d feel better about your deck if you bought that Hoard of Notions after all, but that’s missing the point; even if you had a taxidermist’s nightmare blob of animals standing impassively in front of your fortress, your deck would still be all secrets and selfishness. It would still not be designed for social multiplayer gaming.


    And that brings us to our final point, which is that you’re simply not playing Commander. What you’re playing is the primitive distant relative of Commander, a format called Highlander. This is the format for those who want to play their cards to their chests and build up their win percentages, a dead format that was slain by derivative 5-color combo decks and a banlist that couldn’t keep up. Deckbuilders like you are making this trend all too prominent, endangering the health of our casual, creative community.


    But since all the other Highlander players have gorged themselves to death on human misery, I have a few other suggestions for games you can play. For starters, there are solitary card games like, y’know, Solitaire. And there are card games where winning actually kind of matters and people won’t think you’re an asshole for being so obsessed with the idea, like Poker after you’ve anted up your teensy left testicle—although that might require too much social consciousness for you. Well, there’s always Kitten Punting. First to make a bystander cry wins!


    That was a joke. Please don’t punt kittens.


    Trust me when I say I understand the impulse to build the most powerful decks, and it’s undoubtedly a rewarding challenge to build a deck that beats not only one but THREE opponents simultaneously, but Commander isn’t the place for that. Not group Commander, anyhow. You never ever bring a duel deck to a casual 4-way game.


    A duel deck, if you’re confused, is a deck designed to win first, win the most, and win the fastest. A duel deck is a race to the finish, where the end goal is you standing atop the piss-spattered corpses of your enemies. If you’d sat down at our table and saw Sharuum, Azami, and Scion of the Ur-Dragon in the little General orgy pile at the center of the table, then your duel mentality would have been welcomed. The utter lack of General still, however, would have elicited disapproving smirks at the very least.


    Those smirks are warranted because we’re playing a different game than you, a game where our Generals are the heart and soul of our decks—and no doubt that is a large part of why this format prospers; it’s as if we’re putting our souls onto the table in the pregame, expressing to everyone what we’re made of and the sort of experience you can expect from us. When someone reveals Angus Mackenzie and explains “He seemed like the best General for Bird Tribal”—that is the sort of soul you’re happy to find in commander.


    But you? You have no soul. Or at least, that’s the impression we get from the flippant statements you’ve made and the show-off, cutthroat cards you bring to the table every week. And no, the spinning-rims shiny motif of your deck isn’t distracting us away from the bottom line; that your Oath of Druids is a Foil DCI Judge Promo doesn’t excuse the fact that you put together a derivative of a broken Legacy deck based around Oath of Druids.


    So where does that leave us, “Stan?” Do you think there’s any chance of reconciliation between you and our group? Though I suppose if I’d thought that there was a chance, I wouldn’t be condemning you in an open letter on the internet.


    I guess we can both be jerks sometimes.


    Maybe that’s why I’m so loathsome of your behavior, because I’ve had all your same anti-social impulses in one life or another—but I managed to defeat them. And I never had the advantage of someone spelling it out clearly to me that I needed to change my attitude. Somewhere, buried beneath your cold and calculating exterior, I know that you have some intuition in there as well, the sense that guides conscious people to be mindful of others. Though the voice might be a faint whisper to you, the message is the same for everyone: Adapt or GTFO. 


    Sincerely,

    ~The Casual Inquisition