iMtG Server: Gathering

Decks (Magic The Gathering) => Commander => Topic started by: particle on March 23, 2015, 08:50:35 PM

Title: Commander rules update!
Post by: particle on March 23, 2015, 08:50:35 PM
tucking is no longer a thing!! Straight from Sheldon menery.
http://www.mtgsalvation.com/forums/the-game/commander-edh/601117-multiplayer-ban-list-announcement-march-23-2015

Eff you blue mages! Get those {hinder}s outta here!
Title: Re: Commander rules update!
Post by: MuggyWuggy on March 23, 2015, 08:58:43 PM
Lame

Ban prosh now
Title: Re: Commander rules update!
Post by: NyghtHawk on March 23, 2015, 09:14:14 PM
Terrible rule....Only defense some decks have against oppressive commanders....

Prosh in particular
Title: Re: Commander rules update!
Post by: blackychan1 on March 23, 2015, 09:18:38 PM
Remember that "house rules" are encouraged.
As my playgroup will continue to use their {silvan primordial}s and {primeval titan}s, I will continue to tuck commanders.
Title: Re: Commander rules update!
Post by: Dmreiss on March 23, 2015, 09:41:55 PM
What about the commander that lets you gain life no matter what zone he is in?
Title: Re: Commander rules update!
Post by: MuggyWuggy on March 23, 2015, 09:47:43 PM
All because morph commander
Title: Re: Commander rules update!
Post by: Popper23345 on March 23, 2015, 10:44:39 PM
This rule sucks

Blue is getting its ass whupped by all these bans because they are "too good" or "scared they might break the format". If you are worried about tucking, then get tutors. I mean seriously, if your commander is CONSTANTLY getting tucked, then add some extra tutors.

Tucking someone's commander is just an extra "wincon" (I say that loosely because it isn't actually a win condition, but it helps..) Banning tucking is like banning anything with infect on it. Infect is another way to screw people over in commander because you have more time to grab your {blight steel colloses} and {darksteel colloses} yet these are still perfectly fine for commander.

I am against the rule change because It is pushing the game away from certain colors *cough cough* blue *cough cough* and it is something that doesn't even occur all that often.

First {treasure cruise} and {dig through time} in standard. Now cards like {hinder}? Might as well cut blue and add pink instead

#{water gun balloon game}

Edit: plus, wasn't commander a fan-made format? Why does wizards have to stick its grubby little ban fingers in our format?

/end rant
Title: Re: Commander rules update!
Post by: the_intelligentleman on March 23, 2015, 10:49:15 PM
Quote from: Popper23345 on March 23, 2015, 10:44:39 PM
This rule sucks

Blue is getting its ass whupped by all these bans because they are "too good" or "scared they might break the format". If you are worried about tucking, then get tutors. I mean seriously, if your commander is CONSTANTLY getting tucked, then add some extra tutors.

Tucking someone's commander is just an extra "wincon" (I say that loosely because it isn't actually a win condition, but it helps..) Banning tucking is like banning anything with infect on it. Infect is another way to screw people over in commander because you have more time to grab your {blight steel colloses} and {darksteel colloses} yet these are still perfectly fine for commander.

I am against the rule change because It is pushing the game away from certain colors *cough cough* blue *cough cough* and it is something that doesn't even occur all that often.

First {treasure cruise} and {dig through time} in standard. Now cards like {hinder}? Might as well cut blue and add pink instead

#{water gun balloon game}

Edit: plus, wasn't commander a fan-made format? Why does wizards have to stick its grubby little ban fingers in our format?

/end rant
1. Lol blue is still by far the best color in magic, and commander.
2. WoTC doesn't do commander ban list updates.
3. Dig and Cruise are still legal in standard
Title: Re: Commander rules update!
Post by: particle on March 23, 2015, 11:09:05 PM
Quote from: Popper23345 on March 23, 2015, 10:44:39 PM
This rule sucks

Blue is getting its ass whupped by all these bans because they are "too good" or "scared they might break the format". If you are worried about tucking, then get tutors. I mean seriously, if your commander is CONSTANTLY getting tucked, then add some extra tutors.

Tucking someone's commander is just an extra "wincon" (I say that loosely because it isn't actually a win condition, but it helps..) Banning tucking is like banning anything with infect on it. Infect is another way to screw people over in commander because you have more time to grab your {blight steel colloses} and {darksteel colloses} yet these are still perfectly fine for commander.

I am against the rule change because It is pushing the game away from certain colors *cough cough* blue *cough cough* and it is something that doesn't even occur all that often.

First {treasure cruise} and {dig through time} in standard. Now cards like {hinder}? Might as well cut blue and add pink instead

#{water gun balloon game}

Edit: plus, wasn't commander a fan-made format? Why does wizards have to stick its grubby little ban fingers in our format?

/end rant

{chaos warp} also got a lot worse.

And they mention that they want to steer the format away from running more tutors so it's actually a variable every time you play not hey let me tutor for all my combo pieces every game.  Even after this blue will still be extremely viable and powerful.
Title: Re: Commander rules update!
Post by: LinkCelestrial on March 24, 2015, 12:39:44 AM
Always hated tucking. Glad to see it. I don't play super competitive commander, I play pretty casual commander. You're talking the only insane {Niv-Mizzet, the Firemind} combo card being {Enter the Infinite}.
Title: Re: Commander rules update!
Post by: Millionlittlee on March 24, 2015, 01:09:50 AM
I'm going to run more tutors now because why not, and I don't have to waste one on my commander sweet, super degenerate deck here we go
Title: Re: Commander rules update!
Post by: MarduArrow on March 24, 2015, 02:53:35 AM
Finally, I can cast my commander and not worry about the bane of my existence:  {Spell Crumple}
Title: Re: Commander rules update!
Post by: Kaylesh on March 24, 2015, 03:26:09 AM
When FRF came out, manifest led us to talking about what it meant to be a commander—which is what got us talking about tuck in the first place. After a long discussion, we decided the best course regarding commander-ness was no change. Your commander is always your commander regardless of where it is or its status. That means enough hits from a face-down commander can kill you.

Great tactic: bounce your morph commander. And play him together with more morphs and manifest. Morphs will be so scary then :))
However, once commander damage is dealt, do you announce the creature that dealt it? Or do you just go: 14 damage, 2 commander??
Title: Re: Commander rules update!
Post by: Teysa karlov on March 24, 2015, 03:29:35 AM
Well there goes my U/W TUCK TIME  deck I was making in secret
Title: Re: Commander rules update!
Post by: particle on March 24, 2015, 12:08:13 PM
Quote from: Kaylesh on March 24, 2015, 03:26:09 AM
When FRF came out, manifest led us to talking about what it meant to be a commander—which is what got us talking about tuck in the first place. After a long discussion, we decided the best course regarding commander-ness was no change. Your commander is always your commander regardless of where it is or its status. That means enough hits from a face-down commander can kill you.

Great tactic: bounce your morph commander. And play him together with more morphs and manifest. Morphs will be so scary then :))
However, once commander damage is dealt, do you announce the creature that dealt it? Or do you just go: 14 damage, 2 commander??

The rulings part for knowing where your facedown commander is definitely needing something. The only thing everyone should know about a facedown card is who owns it. So knowing its your commander (and having to prove it) could be weird rules wise.
Title: Re: Commander rules update!
Post by: LinkCelestrial on March 24, 2015, 12:35:09 PM
Morph commander damage shouldn't count. For all other rule purposes It's not your commander it's a morph.
Title: Re: Commander rules update!
Post by: Munchlax on March 24, 2015, 12:54:45 PM
It's never counted as commander damage with {Akroma Angel of Fury}
Title: Re: Commander rules update!
Post by: particle on March 24, 2015, 04:09:51 PM
Quote from: Munchlax on March 24, 2015, 12:54:45 PM
It's never counted as commander damage with {Akroma Angel of Fury}

Then you were playing incorrectly. http://boardgames.stackexchange.com/questions/20799/commander-status-as-hidden-information
Title: Re: Commander rules update!
Post by: Munchlax on March 24, 2015, 04:49:36 PM
Quote from: particle on March 24, 2015, 04:09:51 PM
Quote from: Munchlax on March 24, 2015, 12:54:45 PM
It's never counted as commander damage with {Akroma Angel of Fury}

Then you were playing incorrectly. http://boardgames.stackexchange.com/questions/20799/commander-status-as-hidden-information
Then why did they care about that with tucking?
Title: Re: Commander rules update!
Post by: rarehuntertay on March 24, 2015, 05:32:00 PM
Quote from: Munchlax on March 24, 2015, 04:49:36 PM
Quote from: particle on March 24, 2015, 04:09:51 PM
Quote from: Munchlax on March 24, 2015, 12:54:45 PM
It's never counted as commander damage with {Akroma Angel of Fury}

Then you were playing incorrectly. http://boardgames.stackexchange.com/questions/20799/commander-status-as-hidden-information
Then why did they care about that with tucking?
Because then that would be giving information to your opponents. You randomly manifest your commander "oh look it's my commander". Now everyone knows what to gun for
Title: Re: Commander rules update!
Post by: Kaylesh on March 25, 2015, 06:06:28 AM
Quote from: rarehuntertay on March 24, 2015, 05:32:00 PM
Quote from: Munchlax on March 24, 2015, 04:49:36 PM
Quote from: particle on March 24, 2015, 04:09:51 PM
Quote from: Munchlax on March 24, 2015, 12:54:45 PM
It's never counted as commander damage with {Akroma Angel of Fury}

Then you were playing incorrectly. http://boardgames.stackexchange.com/questions/20799/commander-status-as-hidden-information
Then why did they care about that with tucking?
Because then that would be giving information to your opponents. You randomly manifest your commander "oh look it's my commander". Now everyone knows what to gun for
They will know as soon as damage is dealt. Since you have to announce commander damage. And, in the case of a morphed commander like Akroma, cast face down from the command zone: you have to differentiate your morphs. It has to be clear what is morph1 and which is morph2. So when cast as morph from command, it would be known. In the case of manifesting your commander after a tuck, if asked you should give every known attribute of the card: no name, no color, 2/2, commander.
Title: Re: Commander rules update!
Post by: Stoneco1d869 on April 02, 2015, 09:21:47 AM
Quote from: LinkCelestrial on March 24, 2015, 12:39:44 AM
Always hated tucking. Glad to see it. I don't play super competitive commander, I play pretty casual commander. You're talking the only insane {Niv-Mizzet, the Firemind} combo card being {Enter the Infinite}.

Great in theory, but I play with super competitive degenerate decks and the only way to slow or stop them is the tuck, or threat there of.

Looking at you Animar.
Title: Re: Commander rules update!
Post by: Munchlax on April 02, 2015, 11:43:42 PM
Quote from: Stoneco1d869 on April 02, 2015, 09:21:47 AM
Quote from: LinkCelestrial on March 24, 2015, 12:39:44 AM
Always hated tucking. Glad to see it. I don't play super competitive commander, I play pretty casual commander. You're talking the only insane {Niv-Mizzet, the Firemind} combo card being {Enter the Infinite}.

Great in theory, but I play with super competitive degenerate decks and the only way to slow or stop them is the tuck, or threat there of.

Looking at you Animar.
Hehe. Sorry. My deck isn't multiplayer anymore though. I have {Alesha Who Smiles At Death} for multiplayer
Title: Re: Commander rules update!
Post by: gtfotis on April 03, 2015, 08:37:20 AM
Quote from: the_intelligentleman on March 23, 2015, 10:49:15 PM
Quote from: Popper23345 on March 23, 2015, 10:44:39 PM
This rule sucks

Blue is getting its ass whupped by all these bans because they are "too good" or "scared they might break the format". If you are worried about tucking, then get tutors. I mean seriously, if your commander is CONSTANTLY getting tucked, then add some extra tutors.

Tucking someone's commander is just an extra "wincon" (I say that loosely because it isn't actually a win condition, but it helps..) Banning tucking is like banning anything with infect on it. Infect is another way to screw people over in commander because you have more time to grab your {blight steel colloses} and {darksteel colloses} yet these are still perfectly fine for commander.

I am against the rule change because It is pushing the game away from certain colors *cough cough* blue *cough cough* and it is something that doesn't even occur all that often.

First {treasure cruise} and {dig through time} in standard. Now cards like {hinder}? Might as well cut blue and add pink instead

#{water gun balloon game}

Edit: plus, wasn't commander a fan-made format? Why does wizards have to stick its grubby little ban fingers in our format?

/end rant
1. Lol blue is still by far the best color in magic, and commander.
2. WoTC doesn't do commander ban list updates.
3. Dig and Cruise are still legal in standard
#rekt
Title: Re: Commander rules update!
Post by: DimirOverlord1300 on April 03, 2015, 11:02:08 AM
Quote from: gtfotis on April 03, 2015, 08:37:20 AM
Quote from: the_intelligentleman on March 23, 2015, 10:49:15 PM
Quote from: Popper23345 on March 23, 2015, 10:44:39 PM
This rule sucks

Blue is getting its ass whupped by all these bans because they are "too good" or "scared they might break the format". If you are worried about tucking, then get tutors. I mean seriously, if your commander is CONSTANTLY getting tucked, then add some extra tutors.

Tucking someone's commander is just an extra "wincon" (I say that loosely because it isn't actually a win condition, but it helps..) Banning tucking is like banning anything with infect on it. Infect is another way to screw people over in commander because you have more time to grab your {blight steel colloses} and {darksteel colloses} yet these are still perfectly fine for commander.

I am against the rule change because It is pushing the game away from certain colors *cough cough* blue *cough cough* and it is something that doesn't even occur all that often.

First {treasure cruise} and {dig through time} in standard. Now cards like {hinder}? Might as well cut blue and add pink instead

#{water gun balloon game}

Edit: plus, wasn't commander a fan-made format? Why does wizards have to stick its grubby little ban fingers in our format?

/end rant
1. Lol blue is still by far the best color in magic, and commander.
2. WoTC doesn't do commander ban list updates.
3. Dig and Cruise are still legal in standard
#rekt
Also blue only had 3 tuck effects (I think), that's not many. Banning tucking isn't a push away from blue, it's a push away from mean things. I still disagree with it, but basically every point you made was false.
Title: Re: Commander rules update!
Post by: cltrn81 on April 03, 2015, 04:12:49 PM
{Terminus} can suck it.  I remeber a recent commander game where I had puked up a ton of indestructible tokens in my {rhys, the redeemed} deck only to watch em all go bye bye to terminus....and lost my commander 😥
Title: Re: Commander rules update!
Post by: JordanCirk on April 03, 2015, 05:12:23 PM
Quote from: cltrn81 on April 03, 2015, 04:12:49 PM
{Terminus} can suck it.  I remeber a recent commander game where I had puked up a ton of indestructible tokens in my {rhys, the redeemed} deck only to watch em all go bye bye to terminus....and lost my commander 😥
It's still a powerful card, but yes I'm glad that it won't "tuck" commanders anymore.