Okay. I wanna
jump in.
1) Hybrid mana. I agree that it should be allowed for the purpose that it was intended to be Either/Or, not and. The card borders for something like
unmake are white and black because it can be white or black or both. Something like,
Ayli, Eternal Pilgrim, is white AND black hence the gold. We can see the cards intended to be used as AND combinations are gold, not individual WUBRG colors.
With this said, I think there should not be a deck building restriction in the color identity. If I want to run
counterspell in my Krenko deck, let me. Let's use Mr. GolgariFTW's third idea.
It goes away entirely.
Why are you crying over
Sen Triplets? Your name is GolgariFTW, not EsperFTW.
This stops me from running
counterspell in Krenko, although I could, but it would be a dud. I guess I could run
Gitaxian Probe feasibly with, but phrexian mana is another thing altogether that needs to be addressed all on it's own. My stance, very briefly, it was a mistake and shouldn't have ever made it past R&D. This also allows you to run a split card and run just half. This allows you to run
Archangel Avacyn in a mono white deck.
Now to address my first commander specifically,
Sen Triplets's problem could be solved with
Celestial Dawn and/or
Mycosynth Lattice. Just like
Phage the Untouchable is forced to run
Torpor Orb, you'd be forced to run
Celestial Dawn and/or
Mycosynth Lattice, which you kind of are already, but you can run
Chromatic Lantern, along with other similar effects too as of now.
2) Wait, are our decks supposed to be EXACTLY 100 cards? I thought it was minimum 100, like every other format is minimum 60 (yeah 40 too, but no one cares about limited). I assumed we all did 100 because it was the most optimized version of a deck. Less cards means better chance to draw the cards you need in the moment. Wouldn't hurt me one way or the other. Less restrictions though I think is good. Let someone build a
Battle of Wits deck. Wait no, that someone would be me. Don't let me do that. I cant afford a 250 card deck.
3) Well
Paradox Engine got banned. Maybe
Sol Ring is next? Seriously though, it's fine. It doesn't propel one person far enough ahead that they are untouchable. Maybe a
Sol Ring into an
Arcane Signet turn 1 and then
Gilded Lotus turn 2 and 9 mana turn 3, but how often is that a problem? That is a pretty amazing start.
4) I misinterpreted this at first. I took it as non legendary creatures as commanders, which I disagree with, except for maybe the Nephilim. Non creature legends could be interesting. I'd like to make a Genju of the Realms deck, but I can't. I think this should be done on a playgroup basis. Just flavor wise, it doesn't make sense to have an enchantment leading an army, being a commander. I guess I should propose a real argument other than flavor for why it shouldn't be changed.
We have several years of commander products designed specifically around specifically creatures being in the command zone. I will disregard the plansewalkers that can be commanders here because they were designed taking into account the
balance of things and are thus fine. By that same logic, if an enchantment was designed and had the line of text "could be your commander" I would be fine with it. So to go back and allow all these new things into the command zone could cause major problem. Putting
Bolas's Citadel in the command zone? The past
x years (sorry I don't know how many) of specifically commander designed cards were not intended to have
Bolas's Citadel in the command zone. Being essentially guaranteed that card on turn 6 is crazy.
5) Okay commander damage. I don't like the argument, "It keeps life gain decks in check." Allow me to explain why. If I am killing you with commander damage, I am most likely going to do it with a dedicated voltron deck. So I would be killing you that way regardless. If I am not running a voltron deck, then my commander is probably not meant for bashing face, and as such, isn't going to be able to deal 21 damage to a single player. Sorry, I am not killing a life gain deck with my 2 power Ayli or my 1 power Urza. If a 2/3 can get through for 11 rounds, and the life gain deck couldn't win with 100000 life before then, the deck needs to be reworked.
Now my problems with commander damage. It raises so many questions. Most of you know the answers to these, but many do not. What happens when someone steals my commander, can they do commander damage to me with it? If they copy it can they? What if I have partner commanders? Is it 21 damage total from ALL commanders? What was my commander damage dice at? No not for Mizzix, for Yawgmoth. Why am I keeping track of commander damage from them? It's pointless. Wait whose responsibility is it to keep track of commander damage? Okay you guys
get the point.
I guess at this point it is fine though. Just keep it how it is because voltron is already weak enough, but a legitimate strategy, and chewing through 120 life is a lot harder than 63. It is something that I don't think should've ever existed, but it does, and it is easier to keep it than to do away with it.
6) I would love to incorporate the monarchy into the game maybe via this way. Player 4 starts as the monarch. Maybe change the wording of monarch to say may draw a card on the end step so that you dont draw (8 cards in hand), play a land (7), draw (
and discard down to hand size. I think this might cause more problems though than what it's worth. Aggro decks obviously. Also since you're last, you're last to get creatures on the board, if you and everyone else is on curve, so someone can take the monarch with their
llanowar elves.
7) I am going to pull an ApothecaryGeist and come back to this one.
Eight) (Sorry the number 8 and a ) make this face
so I had to spell out
No. Cards like
Nevermore,
Imprisoned in the Moon and Blantant Thievery are already bad enough. People like playing their commanders. The deck is designed (most of the time) around it. On top of that, imagine the feel bads of
Chaos Warp into
Bribery on your commander.
Okay infect at 20. The first time I played commander, I sat down, they briefly explained the rules. 40 life, your commander can be cast from the command zone. It is for all intents and purposes (to twelve year old me) in your hand. The commander casts 2 colorless more for each time it has been cast from the command zone. 21 commander damage kills you. That is the run down I got. My first question was, "Is commander damage only combat damage?" and my second was, "So is it 20 poison counters to kill someone via infect?" Two, I think, fair questions to ask given the run down that I had been given and questions we all had at one point. I remember then thinking that Infect is so much more powerful because it is still 10, not 20. Before then, I don't think I had ever been killed by infect, so why I was concerned, I am not sure.
Well, here is why I changed my mind that it isn't as powerful as I thought. Maybe it'll change yours.
1)
Crypt Cobra. It says, "If a player has 10 or more poison counters, he or she loses the game." Since when do we go back and change the actual rules text, not reminder text, on a card simply because of the format we are playing in? The fundamental way a card works does not depend on the format.
2) You still need to do 30 damage to win the game. Your opponents (most likely) won't be able to help you. You generally need to do 120 damage to win, 40 to each opponent, but those opponents will also be contributing to that damage by attacking each other. No one else is going to be distributing poison counters.
3) Show me a decent infect commander.
Atraxa, Praetor's Voice.
Skithiryx, The Blight Dragon. Okay fair. That's it really. Still need 9 turns to kill everyone, 3 attacks each. Kind of slow. And you better bet he is eating removal. People are overly afraid of infect. I'd be worried maybe at 7 infect counters. Don't get me wrong, I love Skirhiryx, and it is a powerful deck, but not so powerful it needs a nerf. At 20 poison counters, you mine as well be running Uril to get that 21 damage instead of 20.
4) Show me a decent infect card. Again, Skittles. Also
Blightsteel Colossus and Triump of the Hordes. That is three cards. And in an infect deck, those three cards aren't going to be played. The only one you'd be running in a dedicated infect deck is my boy Skittles. See point three above.
Blightsteel Colossus- Usually a two card win con with something like
Chandra's Ignition. No different from
Exquisite Blood and
Sanguine Bond. Infect isn't the problem in this instance.
Triumph of the Hordes- Essentially is a third
Overrun effect, the other two being
Overrun and
Craterhoof Behemoth. The problem in this scenario isn't infect, it is the overwhelming board state you let your opponent build up.