Many of our favourite MTG characters are represented as planeswalkers, and an increasing number are showing up that way as time progresses.There would be both pros and cons to allowing planeswalkers as commanders: Planeswalkers have names and epithets, but they are not creatures and do not function the same way as creatures. Why can’t all planeswalkers be commanders? We do not expect this definition of colour identity to ever change. The RC feels that relaxing the definition of colour identity to allow hybrid to ignore a symbol on the card would make the rule more complex, and decrease deck diversity, for very little gain. When the rules for Commander (née EDH) were formed, the decision was made to make colour identity more strict than colour (it includes the colour of mana symbols in the text box), to restrict the card pool and encourage diversity in deckbuilding. The aforementioned Spitting Image can be countered with Red Elemental Blast, and can’t target a creature with protection from green.Ī card’s Colour Identity is similar to its Colour, but slightly different. REASON: Costs containing hybrid mana symbols can be paid for with either colour, but they contribute both colours to the card they appear on. In Commander, a Hybrid mana symbol contributes all of its colours to the colour identity of the card, so Spitting Image can only go in decks whose commander is blue AND green. Why does hybrid mana work the way it does? One place where the Social Contract breaks down quickly is when there are prizes determined by who survives the longest Commander does poorly in that kind of environment. We’re aware this isn’t always possible it’s also easier than you might think. A thirty-second conversation can sometimes save everyone at the table a lot of disappointment. Sometimes that’s pulling a few cards, sometimes swapping a deck, sometimes changing tables or deciding not to play. Communicate what you enjoy about Commander, what you’re hoping (or not) to see in that game (such as specific cards, length of games, or general strategies), then change plans a bit if necessary. The social contract is often implemented/interpreted as the importance of the players having a conversation before each game starts to make sure everyone understands each player’s expectations about their desired experience. It can be summed up as “Don’t play games that you don’t want to.” By extension, “Players should collectively be encouraging a game where everyone has fun.” Winning is good, but prioritizing a collective positive experience is the secret to Commander’s enduring success. The social contract is a commonly-used nickname for a fundamental philosophy of Commander.
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