not edh

Commander Player Archetypes

An idea put forward in the latest Command Zone, I just had to expand upon it. What category do you think you best fit under?

The Mentor

Often the one who has been playing the game the longest, The Mentor willingly points out how to better play even to their detriment in the game with the goal of wanting everyone to be better players and keep enjoying the game. They lend out decks so everyone can play and get their enjoyment from cultivating the playgroup.

The Rebel

The player who has to fight every fight, especially against whoever is currently leading the game. Always playing to win and do so proactively, progressing themselves toward the victory. Attacks whenever viable and will refuse to just let the game go someone else’s way.

The Judo Master

One of the most valuable skills in playing Commander is ‘avoiding hate’, and The Judo Master is best at this. Through subtle board positioning and well timed plays, they manage to just slip under the table’s threat radar and someone else takes the heat while they continue to deflect, dodge, and avoid conflict.

The Contrarian

Absolutely against convention or reason, The Contrarian seeks to show the futility of alliances or words by taking decisive actions that go against the hopes of other players, often meeting offers of ceasefire with guns ablaze.

The Opportunist

A player who lies in wait for the right moment to strike or rise from the shadows in hopes of ‘stealing’ the game from under others, The Opportunist is not deceitful or disloyal, merely takes the chance to win when they see it. They have no qualms about letting others do the heavy lifting.

The Lone Wolf

No allegiances, no table talk, just the board state. The Lone Wolf is the one who plays the game and does not participate in politics. They stay their course and are comparatively stoic, having little to no interest in the excessive chatter of the silver-tongued.

The Merciless

The player who will eliminate the player who got mana-screwed without a second thought. The Merciless do not deal in half-measures. Devastating a player’s presence in the game is not enough. Complete annihilation is the only real option.

The Politician

Making up and cutting deals constantly, The Politician hopes to maneuver in the game socially not just to avoid personal harm, but to advance to victory. Encouraging players to eliminate each-other while trying to remain mostly unscathed, The Politician can do the most with as little as possible.

The Architect

A player who seeks to craft a specific experience, be it some kind of synergy or a game ending combo, and have no ambition beyond that. They seek to accomplish a personal goal in the game built into their own deck.

The Jester

Always seeking to make the game ‘a little more interesting’ by playing decks with game-changing cards or always encouraging a new game mode like Archenemy or Planechase, The Jester is eager to experience the biggest can of worms they can open.

10

With the new card Annointed Procession being spoiled, there are now four different enchantments with replacement effects that double token creation. This sets up the following scenario in my Rhys the Redeemed commander deck: 

I control all of the permanents shown above, with the Illusionist’s Bracers equipped to Rhys.
I activate Rhys’ second ability, which will create a copy of the single Elf Warrior token I control.
This ability causes both the Bracers and Rings of Brighthearth to trigger, making two copies of the ability. 
The first copy resolves, and tries to create 1 token. This creation is replaced by an effect of one of the four enchantments (say, Parallel Lives), so instead we attempt to create 2 tokens. Rather than make those, another replacement from another enchantment (say, Annointed Procession) takes place, and would create 4 tokens. However, Doubling Season instead tries to create 8 tokens, and Primal Vigor will finally replace that and create 16 tokens total. Whew! 
Now, the second copy of Rhys’ ability will resolve and try to create another 17 tokens, but again there will be a chain of replacement effects, going from 17 to 34, 34 to 68, 68 to 136, and 136 to 272, giving us a new total of 289 tokens.
Finally, the original ability resolves, and another series of replacement effects take place, trying to give us 289 but doubling to 578, then doubling to 1156, and again to 2312, and at last to 4624 tokens. 
This means that, starting from a single token, we will end up with a grand total of 4913 tokens. That’s seventeen cubed! Hopefully I will get the opportunity to pull this off in a few weeks when Amonkhet is released!

5

Sheriff

Some folks were confused earlier when I posted a picture of a board with a card called “Sheriff”, so allow me to explain!

Sheriff is a variant of multiplayer Magic for 5 or more players (most commonly 5 though). It’s typically played with Commander decks. It adds politics and speed to a game that would normally go very long, as rather than needing to beat everyone, you have specific goals.

At the beginning of a game of sheriff, everyone receives a random role card from the 5 above. These are kept hidden, except for the sheriff. If someone leaves the game, they give their role card to the sheriff, so they can see if the game ends or not.

The Sheriff starts the game with an extra 20 life and always goes first. The Sheriff wins if they find and defeat the two outlaws.

The Outlaws both win if they defeat the sheriff. Some will go all out to try and attack them straight away. Others will be sneaky and try to win their trust before stabbing them in the back. The choice is yours.

The Deputy only wins if the sheriff wins. This means you cannot win by an alternate win condition. You must help the sheriff beat the outlaws.

The Renegade is typically most difficult, as you must defeat everyone. To make this possible, if you defeat the sheriff, the game does not immediately end. When you defeat them, you take the role of sheriff and are the outlaws’ new target! You can of course, go other routes though, say dealing everyone lethal damage all at once, or making them draw their deck out.

There are some variants of Sheriff. For six players, add a second deputy or renegade. Others have come up with extra roles, with more effects. Regardless, get out there and have fun, pardner!

Public Service PSA Service Announcement:

I feel it is my duty to inform you of the total BS that is Inalla, Archmage Ritualist.

That Eminence ability is insane. There is literally no reason to actually cast this commander in your deck, she does everything you want her to do while sitting in your command zone and there’s nothing your opponents can do about it (that’s the issue, by the way). Oh, did a Wizard enter the battlefield from anywhere? Pay a mana and get a copy of it. Now you have two.

Hey, here’s an idea.

Why not tap those two wizards to put another one into play from your hand? And don’t pretend you don’t have any in there, it’s Wizards. You probably have about 20 cards in your hand.

Oh hey, that creature that just entered for free is a Wizard, why not pay a mana to make a copy? Now I have two more wizards for the low low price of one generic mana!

Two Wizards, you say? Well. Why not tap them to put another one into play for free???? And thus the beat goes on until you’ve played everything.

Oh, and don’t even think of using Sundial of the Infinite to exile all the delayed “exile this token” triggers at the end of your turn, thus keeping them permanently. That would be rude.

This is what I had to put up with yesterday.

Cast that new Bloodline Necromancer, pay a mana, get two. One targets Vindictive Lich, one Targets Disciple of Bolas. They both return from the graveyard to play. Pay two mana, get a second copy of each. Sacrifice the Liches to the Disciples, draw 8, make everyone else’s lives miserable.

All because you have this permanent “emblem” in your command zone from the start of the game. Take it from me kids, don’t play this commander unless you want a really good Wizard tribal deck.