![]() If I wait for an entire extra turn, AND no one has interacted with removal, I've effectively won the game? Gee, aren't there dozens of competitive combos that cost less total mana and end games on the spot? From a competitive standpoint call me unconcerned. Five mana to do nothing the turn you cast it is a problem but the actual card being cast "for free" during your upkeep is fine and dandy? Don't we have a phrase to describe this situation? And it's not just five mana it's five mana plus the cost of the "free" spell to imprint it first? So for something like 11 mana or 12 mana, and a card in hand, I can Imprint one of the numerous extra turn cards. With a modified ban list and these additional rules: Conquest is an alternate ruleset for Commander. Now I know you're thinking "Show us the unbans already," and I will soon, I promise! But first, let's talk about Conquest. Staples restrict deckbuilding freedom, another one of the points, noted above, making a card ban-worthy. The existence of "staples," - cards so good that they crowd out other similar cards - is a prime example of something that hurts the format for all players. ![]() If a card is too consistent and is in every deck or makes the game unplayable and thus unfun, it needs to be looked at each time bans are being considered.īased on those criteria alone, a tremendous number of "staple" cards should be banned from Commander. Interact poorly with the multiplayer nature of the format or the specific rules of Commanderīoth of the articles I cited above express some of the same ideas, but I think the first article has the better, more succinct methodology for determining a ban.Are very difficult for other players to interact with, especially if doing so requires dedicated, narrow responses when deckbuilding.Cause other players to feel they must play certain cards, even though they are also problematic.Prevent players from contributing to the game in a meaningful way.In that article is this list of key features of banworthy cards: What specific attributes make a card fall into one of these categories? RC Co-Founder Sheldon Menery has a great article detailing what makes a card require a ban. "The primary focus of the list is on cards which are problematic because of their extreme consistency, ubiquity, and/or ability to restrict others' opportunities." This quote from an old article by the Rules Committee (RC) from the Wizards website offers a good summary of what makes a card worthy of a ban: Let's look at the methodology behind the ban list, and see if there's anything else safe enough to unban. There's got to be a few other cards on the list that are safe to see play. But could any of the currently banned cards get a second chance at seeing play? I think so! After all, It wasn't too long ago that Kokusho, the Evening Star was banned in Commander. There are many cards that will always be banned in Commander, and for good reason.
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