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Post by randyrenegade on Aug 21, 2018 3:35:31 GMT
Attachment DeletedAttachment DeletedAttachment DeletedI submitted these to r/custommagic, and got mostly critical feedback. I'm alright with that but the comments were very vague and unhelpful. According to the rules of commander, these would be technically viable. Not only that, I think if it were well designed it would be a fun addition to commander.
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Post by Jéské Couriano on Aug 21, 2018 3:49:41 GMT
The reason you got negative feedback is because this is essentially an int/sor that you permanently have in hand, at all times. There's literally no counterplay to it outside of blue. The Sword of Damocles comes to mind.
Knowledge of what's coming can often be just as big a deterrent to playing something than not knowing.
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impspiritguide
2/2 Zombie
Favorite Color: Brown
Posts: 129
Set Hub: http://magicseteditor.boards.net/thread/256/pokemon-thread
Formerly Known As: Imp Elemental Spirit Guide
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Post by impspiritguide on Aug 21, 2018 11:54:59 GMT
Agreed with Jeske,
The problem I have with the Commander format is that it is essentially slanted towards the combo style of play. I love the effect that highlander has on the game, but having a permanently tutorable card is a big problem.
Additionally, the rules of commander do not allow this, they are very specific in that it be a legendary creature. This applies to the standard commander as well as the French rules. Commander essentially being a casual format means that your play group may allow other things such as Planeswalkers, but under that circumstance you should talk to your play group. Our local card shop has actually banned a few cards from being the commander ( Arcum Dagsson for one). Commander is about your local meta, or play group. Ultimately everything we say here should be run by them in this case, if they like the idea then run with it.
I would question that even creating the following card would be problematic as all you would need is one of various ways to create infinite mana and you have an instant win, but you have taken it to another step by making them very potent cards. Admittedly the additional 2 casting cost will make them harder and harder (except the delve card, but then delve is basically at its core a broken mechanic).
My suggestion is that if you wish these mechanics to end up on a commander that you create a creature with those mechanics (except delve, I would suggest that delve and storm never ever see print again). This would give the rest of the table the ability to interact with the commanders, even to the point of in the case of Commandment of Cruelty protecting him while out so that he can't be cast again.
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Post by Jéské Couriano on Aug 21, 2018 18:59:48 GMT
Additionally, the rules of commander do not allow this, they are very specific in that it be a legendary creature. There are Planeswalkers with "This planeswalker can be your commander" as one of their abilities. ( Nahiri, the Lithomancer, as an example.) That's why I didn't comment on the rules; those Int/Sors have a similar clause save for the third one.
Still, though, it's at least still a permanent.
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Post by hydraheadhunter on Sept 20, 2018 8:02:53 GMT
First, I'd make them legendary, so you need at least one legendary permanent/planeswalker to cast it, tying its availability to something that opponents can interact with: e.i. they can prevent you from using it by not letting you have legendaries. #CounterplayIsImportant .
Second, I'd make it so you can only cast them a finite number of times a turn. That number can vary from card to card for balancing, but it should be uniformly finite so that they don't all devolve into infinite-mana-wins decks.
Third, I'd make the last clause reminder text that reads "(Commandments may be your commander)"
Fourth, some of them should have reasons you'd want to put them in your graveyard, like flashback or commander flashback (where the commander tax is one instead of two if cast from the graveyard).
Fifth, it's a cool premise that just needs some tweaking before it shines.
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Post by Jéské Couriano on Sept 20, 2018 18:41:58 GMT
First, I'd make them legendary, so you need at least one legendary permanent/planeswalker to cast it, tying its availability to something that opponents can interact with: e.i. they can prevent you from using it by not letting you have legendaries. #CounterplayIsImportant . Second, I'd make it so you can only cast them a finite number of times a turn. That number can vary from card to card for balancing, but it should be uniformly finite so that they don't all devolve into infinite-mana-wins decks. Third, I'd make the last clause reminder text that reads "(Commandments may be your commander)" Fourth, some of them should have reasons you'd want to put them in your graveyard, like flashback or commander flashback (where the commander tax is one instead of two if cast from the graveyard). Fifth, it's a cool premise that just needs some tweaking before it shines.
1 ) If that is the case you're generally better served making the creature your commander, not to mention Partnering with a legendary creature would break this limitation.
2 ) Finite number of casts isn't very helpful against Commandant spells that deal damage to players. Commander damage adds up over time.
3 ) No. This needs to be explicitly spelt out in rules text, as reminder text for all intents and purposes doesn't exist on the card and outside of the basic land types intrinsic abilities are deprecated.
4 ) No. Casts from graveyard ignore the commander tax because they're not being cast from the command zone. (Comp Rules 903.8)
5 ) Premise-wise, it's wonky on both fluff and crunch fronts. It's like playing a JRPG where the final boss is a spell that casts ad nauseam while you can do literally nothing to keep yourself alive.
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Post by Tesagk on Sept 20, 2018 18:56:25 GMT
A "Commandment" would make more sense as a legendary enchantment or artifact, no? I get the desire to avoid various forms of removal, but as has been pointed out already, this sort of removal evasion would likely be toxic to the format.
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Post by ameisenmeister on Dec 14, 2018 16:24:18 GMT
I'm gonna drop some positive feedback here. The idea of sorceries as commanders is a nice one with, as far as I see it, no major issues against it. However, the gameplay and flavor will be very different from regular commander.
The cards you presented, on the other hand, I don't like very much. As commander sorceries are less interactive than creatures, you would be better of by having small scale effects like "Draw a card for each creature with a +1/+1 counter you control." that get better over time.
And by all means, please don't make them legendary sorceries. This would greatly limit the playability of these spells and everyone would have to play a bunch of legendaries just to be able to cast their signature spell.
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