![]() ![]() Some cards will represent an extreme on a single axis others are a confluence of multiple smaller issues. No single rule can establish criteria for a ban there are many mitigating or exacerbating factors. ![]() 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. The ban list seeks to demonstrate which cards threaten the positive player experience at the core of the format or prevent players from reasonable self-expression. ![]() The goal of the ban list is similar it does not seek to regulate competitive play or power level, which are decisions best left to individual play groups. The addition of a commander, larger life total, and deck building restrictions emphasize the format’s flavor they increase deck variance and add more opportunities for participation and expression. The rules of Commander are designed to maximize these experiences within a game of Magic. At the end of an ideal Commander game, someone will have won, but all participants will have had the opportunity to express themselves through their deck building and game play. ![]() Each game is a journey the players share, relying on a social contract in which each player is considerate of the experiences of everyone involved–this promotes player interaction, inter-game variance, a variety of play styles, and a positive communal atmosphere. As is fitting for a format in which you choose an avatar to lead your forces into battle, Commander focuses on a resonant experience. It’s a socially interactive, multiplayer Magic: the Gathering format full of wild interactions and epic plays, specifically designed as an alternative to tournament Magic. ![]()
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