Are Commander Games Too Long? | Commander Clash Podcast 117

Ойындар

What is the perfect length for a game of Commander, and how does game length look in 2023?
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Пікірлер: 418

  • @PajamaSam18
    @PajamaSam188 ай бұрын

    I swear, Tomer always gives his intro like he’s being held at gunpoint and honestly it cracks me up every time! 😂 I don’t even know if he’s doing it on purpose or not lol

  • @colecarmichael5724

    @colecarmichael5724

    8 ай бұрын

    He’s just shy person I can tell

  • @Hurtishappy

    @Hurtishappy

    8 ай бұрын

    Wow this is spot on 😂

  • @TostonDePana

    @TostonDePana

    8 ай бұрын

    He's probably shy, yeah. I'd be terrified of being in a video that's watched by thousands of people so I get it.

  • @The-Nomad1

    @The-Nomad1

    8 ай бұрын

    I can't unsee it now

  • @thedark1owns

    @thedark1owns

    7 ай бұрын

    ​@@TostonDePanahe's in the wrong profession then haha. Honestly I thought he seemed fine.

  • @japankore
    @japankore8 ай бұрын

    I feel like when you talk about Farewell you act like you have to choose every option. You can look at the board and choose what you need. It's flexibility is why it's so good.

  • @bronythekight7369

    @bronythekight7369

    8 ай бұрын

    And the new wrath has a similar power level where it can be a sudo one sided board wipe in a creature heavy or tribal deck cause it doesn’t exile all the creature that share a creature type with any of the creatures that convoked it. I’m gonna put it in my Preston white weenie reanimator deck as a nice win con since I’ll probably keep most of my creatures after the fact. And maybe a few opponents creature will get through cause they happen to share a type with my many weenies.

  • @Blacklodge_Willy

    @Blacklodge_Willy

    8 ай бұрын

    ​@@bronythekight7369what card are you referring to?

  • @michaelcollins4534

    @michaelcollins4534

    8 ай бұрын

    Why it's way too good*

  • @johnathanrhoades7751

    @johnathanrhoades7751

    6 ай бұрын

    @@Blacklodge_Willyit’s the white boardwipe from Dr. Who

  • @Blacklodge_Willy

    @Blacklodge_Willy

    6 ай бұрын

    @@johnathanrhoades7751 I've seen it since I responded. 'Everything Comes To Dust', yes very strong indeed.

  • @lordspaz88
    @lordspaz888 ай бұрын

    39:39 Farewell. Is. Modular. You can choose exactly what you want to exile everytime. That's the real reason it's so popular. Is it can literally be molded into what you need for each situation.

  • @UnreasonableOpinions
    @UnreasonableOpinions8 ай бұрын

    "I fear not the game when players each take twenty one-minute turns, I fear the game where one player takes one twenty-minute turn."

  • @delailama736

    @delailama736

    8 ай бұрын

    Is there anything worse than playing against a deck where they get a huge board state that has a million triggers that don't really progress the game. I stopped playing board wipes to make games go faster but i think it makes them go slower because of the people who get all the triggers and do nothing with them.

  • @cyrus6236

    @cyrus6236

    8 ай бұрын

    -Bruce Lee

  • @williamyoung9214

    @williamyoung9214

    8 ай бұрын

    Name checks out

  • @Kryptnyt

    @Kryptnyt

    8 ай бұрын

    @@delailama736 the natural progression of playing suboptimally in order to lose faster is just to concede when the game starts!

  • @delailama736

    @delailama736

    8 ай бұрын

    @@Kryptnyt It does feel that way. I might be getting over Magic. Just seeing the same staple cards all the time and a complete lack of originality.

  • @Stefanish
    @Stefanish8 ай бұрын

    I found that commander games are too long only when players are really slow. Some players take a huge amount of time to make decisions or to resolve their cards.

  • @Thecalebpoe

    @Thecalebpoe

    8 ай бұрын

    I have a friend who will have 3 mana, literally no cast-able cards and still stare at his hand for 5 minutes...

  • @starmanda88

    @starmanda88

    8 ай бұрын

    There’s a girl I play with (I’m also a lady) and she will take ten minutes on turn one to figure out which land to drop. It’s infuriating.

  • @Pedro-ho2xj

    @Pedro-ho2xj

    8 ай бұрын

    I'd try to avoid those players entirely tbh

  • @jjvh500
    @jjvh5008 ай бұрын

    My knee-jerk reaction is: "No, commander games in general are fine. The games on this channel specifically take too long due to your general love of boardwipes and how heavily your group will play around things the others MIGHT have in hand." Some of the game length here can be attributed to your group not cutting out the banter, which can actually be nice as it makes your games feel more like they are matches between friends because of the banter! There is something to be said that cards in general tend to have more triggers than they did in the past which can increase turns simply due to more actions needing to be taken. Overall, however, I don't think game length is a concern at the moment for the average pod!

  • @Gettles

    @Gettles

    8 ай бұрын

    Within the first 10 minutes they are already starting to notice it's not commander that takes to long, it's the type of decks they like to build

  • @DylanHunter64
    @DylanHunter648 ай бұрын

    I think cards like Teferi's Protection and Everybody Lives do double duty as cards that can make games go way longer but also make games end faster by keeping a game winning board alive.

  • @matthewbajkowski2210
    @matthewbajkowski22108 ай бұрын

    Around the skill level comments and playing turns faster, familiarity with deck and practicing/goldfishing your decks is a key component and helps keep game times reasonable.

  • @Demotros
    @Demotros8 ай бұрын

    Removal(target and blanket) has gotten so efficient games feel longer because we’re constantly rebuilding.

  • @anxez

    @anxez

    8 ай бұрын

    The fact that everyone has the gas to rebuild even when removal is efficient is proof that the removal is in a good place.

  • @seanedgar164

    @seanedgar164

    8 ай бұрын

    ​@@anxezif someone's out of the game from a board wipe, I'm gonna try everything else before wiping. I also build my decks to not threaten massively lethal boards. My engines aren't scary because they feed into fair magic

  • @magica3526
    @magica35268 ай бұрын

    I just wish my opponents would know what they're doing on their turns ahead of time

  • @punkypinko2965

    @punkypinko2965

    8 ай бұрын

    Yeah the whole "no plan" thing drives me nuts sometimes too. It's like people like that just play randomly.

  • @Mavczers

    @Mavczers

    8 ай бұрын

    they did until you wiped their board. Or in my gf case I put Wild growth on a forest...

  • @VexylObby

    @VexylObby

    8 ай бұрын

    In my experience, we try, but the actions right before their turn, and that one card draw changes so much now.

  • @TastySnackies

    @TastySnackies

    8 ай бұрын

    The first few turns, sure. Turn 6-8 where there can easily be 4 different static effects, 5 different possible triggers to manage, and open mana controlled by opponents will always make most players take pause

  • @killersamson7881

    @killersamson7881

    8 ай бұрын

    It's easy when you don't play interaction and don't care about the board pursuing a combo but every card opponents play and card you draw alters your plan.

  • @nathand6467
    @nathand64678 ай бұрын

    Two things at my LGS that are extending games are ; a) People playing slow. Not considering their lines before its their turn or just taking too long in the early phases where they only really have 1 line, and little things like tutoring with no idea what they are tutoring for, etc. b) as Crims says not attacking. Not someone alpha striking on turn 3, its players not attacking for teens of damage on turns 4-6, even when they can't be effectively attacked back. Several players in the pod not going to combat until they can win or not at all.

  • @delailama736

    @delailama736

    8 ай бұрын

    Yeah, people seem to be terrified of looking like they are picking on someone or trying to make one person lose. But also I find some people do get really upset when they get attacked and they get more upset when they think there is a better option and so people just don't attack so it doesn't hurt people's feelings and they just um and ah and take time to not do anything.

  • @floridaman6982

    @floridaman6982

    8 ай бұрын

    @@delailama736 attack them more and tell em to bring blockers lol

  • @jo_ken
    @jo_ken8 ай бұрын

    I think it breaks down like this 45 min or less means someone popped off and took everyone out, an hour to an hour and a half means a normal game, two hours means there has been some board wipes and set the situation back to zero a few times, over two means you are in a slog of nobody being able to win.

  • @cameroncaler5062
    @cameroncaler50628 ай бұрын

    Did nobody see Seth get up and slap him self? 😂

  • @xavierlavocat8621

    @xavierlavocat8621

    8 ай бұрын

    I think he forgot to do something important

  • @MTGGoldfishCommander

    @MTGGoldfishCommander

    8 ай бұрын

    (Seth) I have this weird heart arrhythmia sometimes, something to do with having an extra valve in my heart. It doesn't happen very often, but every once and a while my heart will randomly start beating at like 200 beat per minute and usually need some kind of shock (cold water on your face, a slap) to make it stop. Never had it happen during a recording before, but that's what was going on. Ended up splashing some cold water on my face and it stopped.

  • @supranova7594

    @supranova7594

    8 ай бұрын

    ​@@MTGGoldfishCommanderoof well hope your ok buddy that definitely doesn't sound fun to deal with. Was a little shocking to see out of context but understandable. Had a friend with murmurs had to do something similar due to it slowing down too much.

  • @jackl8025

    @jackl8025

    8 ай бұрын

    ​@@MTGGoldfishCommandertake care, Seth!! ❤️

  • @SmokeADig

    @SmokeADig

    8 ай бұрын

    Yeah I was concerned. Hope you’re good dude! 🙌

  • @Dom9606
    @Dom96068 ай бұрын

    yes games are too long when you're always playing several wraths and teferis protections yes that is correct

  • @supranova7594

    @supranova7594

    8 ай бұрын

    Omg yes we tried the new Dr who precons and first game was almost 3hrs cuz of the amount of removal and wipes they put in those decks, game 2 hit two hours and we literally just all scooped out of boredom cuz nobody could keep a board or get something going. Like I personally hate combos but Id 100% be fine with people running tutors and 2 board wipes for when they Actually need it to finish the game rather than just firing them off back to back cuz their boardstate is slightly disadvantaged to one player

  • @vincent-antoinesoucy1872
    @vincent-antoinesoucy18728 ай бұрын

    What I hate about farewell is that if you play board protection in the form of indestructible and recursion to get back in the game, the card you put to be safe don't even do what is written on the cards, so if farewell is in the game, the only board protection that is a sound choice is phasing, so way less cards are available, less choice just seems to suck. I've never felt that farewell was fun when it resolved ever.

  • @BloodMoonGo
    @BloodMoonGo8 ай бұрын

    As a long-time EDH player, my play patterns have greatly sped up, as have my usual playgroups. Games that take 1.5 hours + occur when a rando at the LGS joins the pod. They take awhile to decide which card to play, don’t shortcut, and generally aren't concerned with time saving measures. Heavily invested players tend to take game actions like ramping then passing while they search. Or ramping then casting a spell, then resolving the tutor. The saving of 30 seconds here and there does a lot to speed up games. The same can be said for knowing your deck. As my group’s resident black player, I always know what my black decks aim to do. Evem my newly built decks have play patterns I am already familiar with, which cut down on thinking time. These are skills and actions you just have to develop over time, as evident by players and groups who have played edh for 10+ years

  • @brassheron
    @brassheron8 ай бұрын

    On the discussion about people not liking combo’s. I was at Commandfest Birmingham in the UK this weekend. I played half a dozen Commander games and only one of them didn’t end with a combo. My friends also experienced a similarly high percentage of combo finishers. It felt as though combo was widely acceptable and expected, anecdotally speaking.

  • @punkypinko2965

    @punkypinko2965

    8 ай бұрын

    I think the "no combo" thing is more of a casual setting. But I could be completely wrong.

  • @VexylObby

    @VexylObby

    8 ай бұрын

    The opposite is my experience.

  • @27777BigRedBarn
    @27777BigRedBarn8 ай бұрын

    My issue with Combo has been that as a relatively new commander player (1 year) it’s difficult to know when someone is assembling a combo at times. Most people catch on to certain combo pieces but as a newer player I find myself just not wanting to have a game end anticlimactically because I didn’t interact with a combo simply because I didn’t know that’s what was happening. I don’t think it’s right to ask the combo player to announce his combo ahead of time either. I have certainly softened my take on combo as an archetype. The multiple card combos requiring set up is totally cool with me but I do prefer to know the player is playing combo before we start the game. I tend to watch them more closely and look for ways their cards can interact together. I also try to hold up more interaction.

  • @lucascoutinho2441

    @lucascoutinho2441

    8 ай бұрын

    I run a Jan jansen combo deck and I always say it's a combo deck. In the interest of saving time and having better games I point out, for less experienced players, what's a combo piece/you should read this/here's a tldr you should know. I at least anounce what's important. I don't want players to read all my cards and my primer (there isn't one), to figure out what's a neat interaction, a value engine or a combo piece. I don't care that your mana rock fixes your mana (chromatic lantern) but please anounce if your mana rock is a liquimetal torque (can turn things like magda into artifacts for combos with clock of omens).

  • @johnathanrhoades7751

    @johnathanrhoades7751

    6 ай бұрын

    I just always say how my deck is trying to win and what turn it is kind of trying to win by. It keeps everyone on the same page and people know what they want to or don’t want to play against.

  • @LilBouzy

    @LilBouzy

    3 ай бұрын

    I typically stay away from two-card combos to keep games more varied (and try to assemble combos that have multiple pieces that can be part of multiple combos so variety is at its peak), but two of my recent decks have accidental two-card combos I didn’t intend for; I’m going to leave them in, though, and just see how often I instinctively go for them, and remove those combos if it becomes too samey

  • @LilBouzy

    @LilBouzy

    3 ай бұрын

    And to add to that, combos always have to synergize with the game plan, I’m not dropping infinite mana outlet + staple wincon in any deck, unless it’s winning how the rest of the deck planned to anyway. And some of my decks don’t even involve combos, because sometimes I just want to smash face through combat 😅

  • @Lattle828
    @Lattle8288 ай бұрын

    I enjoy watching your long games since it makes for good and engaging content where it's hard to predict what will happen and is like a wild story with twists and turns, however I don't like playing long games myself. I used to play control and value piles now I mostly play aggro to finish games faster

  • @calvinbarboza
    @calvinbarboza8 ай бұрын

    I would be fine with farewell if it exiled itself. Also I have never had a game made significantly longer by Tef’s pro. Usually a player gets in a winning position and uses it to stop their board from being answered.

  • @sanguavour
    @sanguavour8 ай бұрын

    My strongest deck is Mairsil the Pretender, and I just...tell people that I am a combo deck, and that they need to treat me as such. The reason why I think the deck works in a general and generic setting with random people is because I don't stop them from hitting me. Yeah, Propaganda can discourage people, and I have a couple wraths because I want to be responsible, but the vast majority of the time I have one, maybe two creatures on the board, and it's usually Mairsil. Mairsil is kind of a controlled Norin, you make me hide him so I don't lose him, and then odds are I have no creatures, so you can just hit me. I tell people not to feel bad about killing me, because I'm essentially building Mairsil into a sniper who will take anyone out in one shot, and it's near impossible to disassemble Mairsil once he's been built up. I provide incentive to attack because you can't let me sneak away unscathed, but I also force games to end, because either you kill me and take me out, or I kill the table. And it's not like I have it easy, I have to have a way of giving Mairsil haste either through a static effect like Fervor or Anger, or I need a way of giving him haste at instant speed. It's not as simple as Thoracle, but it's also very hard to interact with. I essentially play as a countdown timer, either you remove me from the game, or I eventually end the game. And the result is, from what I've seen, is better games. People don't just sit and durdle, they have to interact with me. People attack more, people use more graveyard hate, the game becomes more interactive, and even if I'm taken out, they were used to attacking anyway, so they don't stop, plus they're insentivized to hurry the game along so I could play again. And even with Teferi's Protection or Everyone Lives, I just do the combo again the moment the effects end. That's partially why I don't hate combos as much as some people do, because at the end of the day, the games have to have someone ending them. Either end the game or I'll end it for you, but one way or another, this game will end.

  • @aegisgolem6817
    @aegisgolem68178 ай бұрын

    While a lot of Crim’s personal/play style is kinda aggressively controlling, and I’d never say I’d want to play his style of decks(not consistently anyway, but I do have one I think he’d approve of), he tends to have generally good advice/takes. So when I remove the “crim” element of his tips, and allow them to be applied more generally, I find my games/play style/fun improving

  • @zotha

    @zotha

    8 ай бұрын

    Crim's play style is aggressively deflecting. He spends the entire game pointing fingers and lying about his own position.

  • @TheAsianAvenger69

    @TheAsianAvenger69

    8 ай бұрын

    No I don't. >:)@@zotha

  • @JessBritvec
    @JessBritvec8 ай бұрын

    I think colors other than white being helpless against Farewell isn't really true, you just have to realize the color pie exists and the way each color does this is different. White's part of the pie protects your board, blue interacts on the stack, Crim is right green has the resources to rebuild faster than everyone else, red operates on short term everything anyway, black is the worst, but you can still lean into a boardwipe with sac outlets and dies triggers to get some value in response and do your best imitation of green. Cards are not designed so that every commander and every deck play the same, you have to lean into what each one does better than others if you want it to perform for you. I don't think boardwipes make games longer, its that most players can't win soon enough afterward. I wouldn't make the assumption that everyone's deck is super efficient and well-built if they have no chance of fighting through the answers in the current card pool/meta. I think a lot of people undervalue either protecting their progress in the game, having redundant effects, or rebounding from a setback in some other way and because of that their deck is less consistent. Its challenging in a singleton format, and I'm not saying I never struggle with this, but I think a lot of people don't even try or care.

  • @garettallen4963
    @garettallen49638 ай бұрын

    Time to make creatures who can't be exiled.

  • @armadyllan2351
    @armadyllan23518 ай бұрын

    Personally, I have many 45 minute to 1hour games in my group. Combos are perfectly fine and I wish people would be more open to them as a whole, like don’t build your deck around doing this one combo and make it as efficient as possible, but having combos you can stumble upon in your deck is fine. IMO people are way to worried about others to have end the game in a reasonable amount of time/reasonable way.

  • @SamuelKacerik

    @SamuelKacerik

    8 ай бұрын

    The issue with combos is that games end up abruptly and some players don't have enough time to play their decks. Either no one plays combos or everyone does. Random combos are one of the worst things in EDH in my experience. The argument for ending games in reasonable amount of time is just wrong for me.

  • @armadyllan2351

    @armadyllan2351

    8 ай бұрын

    @@SamuelKacerik I think my issue with this is you are telling people not to play a whole archetype just because you don’t like that their deck “did the thing”. There’s plenty of decks in my play group that have combos, and we almost never have two of them in the same pod, even at my LGS. So maybe that’s confirmation bias, but it seems to me that the logistics behind if one person plays combo, then everyone plays combo isn’t sound. If you pull off a sick combo, then I’m like Sweet! I know what to look out for next time, especially since you can interact with 99% of them.

  • @SamuelKacerik

    @SamuelKacerik

    8 ай бұрын

    @@armadyllan2351Yes, this can be an "issue" with our group. I never play with random people. So definitely a bias there.

  • @Maccabeus87
    @Maccabeus878 ай бұрын

    Also, loved Crim's brutally awkward pause on a podcast about long games...it was painfully long, like some of the commander games I've played.

  • @DegeneratesOfMagic
    @DegeneratesOfMagic8 ай бұрын

    I agree with Krim wholeheartedly. People don’t take players out for the sake of “being nice” and choose the latter of playing less optimally at the expense of giving them traction to establish a presence, which prolongs the game. If I have nothing going on im like “please, for the love of god, END ME.” And we just shuffle up and play again because im not dragging out the game hanging on by a string taking up turn actions. Also, this is coming from a modern player, so im pretty okay with most everything. No saltiness

  • @SmashCentralOfficial
    @SmashCentralOfficial8 ай бұрын

    11:38 Thanks for signing my Rograkh and Ardenn, Richard! I also feel similarly. When you pull the deck out you're kind of hoping to get some early equipment and start swinging on turn 3 or 4, but yeah if you high roll with like a Colossus Hammer and double strike then it's kinda awkward.

  • @ATADSP
    @ATADSP8 ай бұрын

    I think anywhere between 1 and 2 hours is fine. Also part of the issue with commander clash is fighting through mtgo which adds a lot of latency with each action.

  • @thechamp0119

    @thechamp0119

    8 ай бұрын

    True. A table game turn one and two would be over in potentially 60 seconds but it’s a few minutes on mtgo

  • @Nathanael_Forlorn

    @Nathanael_Forlorn

    8 ай бұрын

    True MTGO adds lost time, but the uploads are edited and this kind of stuff is edited out, luckily. Props the editor! (btw niuttuc is editing clash and tomer is editing podcasts? Or both share either?)

  • @JelloBrand
    @JelloBrand8 ай бұрын

    You can still kill with Commander Damage through a teferis protection.

  • @ethanglaeser9239
    @ethanglaeser92398 ай бұрын

    I think the whole discussion, like what Seth was saying at 44:30, is that there needs to be Rock, Paper, and Scissors. Every game needs the things that win, and the answers to those things. Whether its combos or Farewell, or whatever, you need the threats and the answers to be roughly evenly balanced and dispersed. Then it comes down to deck composition and skill level, not "oops, I'm Jund, I lose to this".

  • @happybrain2674

    @happybrain2674

    8 ай бұрын

    but those musst also feel like theyr close the same lvl. its just not fun if the red player needs to play worldfire just to get a fighting chance or black needs to dictate of erebos so no creature can ever be a thing or green needs to pump 100 mana to win the game... we want diversity

  • @luckyknowsbest7866
    @luckyknowsbest78668 ай бұрын

    So in our playgroup games dont usually go too long, the games that do are usually because of mulitple farewells/Rifts. However I dont feel like it's a problem because it balances out with all the games that only a farewell will do.

  • @TrackMouse34
    @TrackMouse348 ай бұрын

    It’s always hilarious to me how different Tomer’s perspective is around events. Tomer seems to think one thing is happening while the rest of the table are experiencing something totally different. The dissonance is fantastic lol

  • @MrMalorian
    @MrMalorian8 ай бұрын

    In a recent game night there was a Farewell into an Armageddon. That was a 2.5 hours of my life I wish I had back...

  • @alanevans5353
    @alanevans53538 ай бұрын

    commander games are typically longer when people run a lot of interaction. If everyone is running interaction, I have to run protection for my stuff, which means I have less room for things that speed up my gameplan. I want to just run the deck without all the board wipes, spot removal, and protection, but I need removal to slow down decks that are faster than mine, and I need protection to save myself from their removal so I can actually play the game. In a playgroup it becomes a cycle of playing cards that draw the games out, because everyone else is playing those cards and you get blown out if you don't have a response to them. I think the mention of being afraid to kill someone early also has some level of effect, if taking someone out means they don't take long turns later it would definitely shorten the game, but I agree you shouldn't just kill someone outright early for no real reason. I tend to try to kill the whole table at once when I'm ahead, but lately I've been taught that that is a blunder that causes me to lose a lot of games very hard. It feels bad to kill someone early but if doing so cements your victory over the rest of the table it's 100% worth it.

  • @alanevans5353

    @alanevans5353

    8 ай бұрын

    as far as one sided board wipes are concerned we already have things like plague wind and in Garruk's wake. I'm not sure we need a one-sided wipe for each architype, but I don't mind having the occasional one for a creature type or something to help out a neat tribe.

  • @obsydian_k
    @obsydian_k8 ай бұрын

    commander has always been and will always be about the people you’re playing with. it’s a group game, as a table you define what you want your experience to be like. if your group has long games and you don’t enjoy it, bring it up with the group. if people at your table don’t want everyone to have fun while playing, those aren’t fun people to play with.

  • @gzzuss
    @gzzuss8 ай бұрын

    When you having fun, you really don't care about the time😅

  • @bassfingas11
    @bassfingas118 ай бұрын

    I think another factor to consider is how well one knows their/each other's decks. In my main play group, our games go about an hour give or take. I have a second play group where games tend to play a little longer, but that's due to one player playing stax and pillowforty type decks. But we just try and kill them first. I also feel like experience plays a role like you guys mentioned. But I think it goes the other way, where the experienced player can better identify threats quicker and act accordingly. Whether that be by removal, or by convincing the table that "X & Y" are the problem.

  • @baconsir1159
    @baconsir11598 ай бұрын

    44:50 - Seth, most combos can be stopped on the board with removal spells. Beast Within or Nature’s Claim, for example.

  • @MakeVarahHappen
    @MakeVarahHappen8 ай бұрын

    Is bowmasters and then wheel really a problem? It's a wincon that does what you wanted: speed up games. It's not like Hullbreacher where it locks you out.

  • @elijahwalker323
    @elijahwalker3238 ай бұрын

    I think the other good thing with conditional boardwipes is they lead to less just good stuff piles. makes synergies more important in commander.

  • @Tclark6199
    @Tclark61998 ай бұрын

    The guys I play with have all been cutting board wipes. It seems we'd rather get smacked and lose so we can start a new game instead of basically starting the same game over again. (We still run them but treat them more as a nuclear option/Avengers level threat when no others are available)

  • @SamuelKacerik

    @SamuelKacerik

    8 ай бұрын

    I strongly aggre with this.

  • @johnathanrhoades7751

    @johnathanrhoades7751

    6 ай бұрын

    I always try for one-sided board wipes and only run between 1 and 3 in any given deck.

  • @andrewwiebe1384
    @andrewwiebe13848 ай бұрын

    I feel like remora is fine just due to the cumulative upkeep, i mainly see it used to prevent people from popping off hella hard turn 1

  • @lucascoutinho2441
    @lucascoutinho24418 ай бұрын

    As for my two cents on combo decks in EDH. If a combo deck is consistent on how fast it can win and can be interacted with it's only a matter of power-level adjusting. The problem is some combo decks are very high variance and/or are very hard to disrupt. These combo decks can be both too weak for the table and too strong for the table at the same time.

  • @AeonHero64
    @AeonHero648 ай бұрын

    3+ card, 8+ mana combos are fine, especially when the commander isn’t one of those pieces. As long as there’s an opportunity for folks to play the game before the win & there’s a chance to interact it’s fine. The issues come from turn 2-5 combos that come out of nowhere, it’s just an unfortunately common power imbalance that ends up feeling like pubstomping. It might not always be meant that way, but it sure feels like it sometimes.

  • @robboomsma6739

    @robboomsma6739

    8 ай бұрын

    This comment is spot on for me! I absolutely agree but have not been able to explain my thoughts this well.

  • @goldbergbrain
    @goldbergbrain8 ай бұрын

    My friend runs a Purphoros Deck that will straight-up kill everyone by turn 5 or so if he has a good start. He built it in response to the shenanigans and long games. Another friend in our playgroup runs lots of Ghostly Prison style effects. I’ve been on a mission lately to have people convert those into things like Windshaper Planetar or other aikido effects, because those protect you & actively move the game forward.

  • @Dragon_Fyre

    @Dragon_Fyre

    8 ай бұрын

    At 5 CMC and only being a one-off ETB unless you have a blink deck, Windshaper Planetar would be a poor substitute for Ghost Prison.

  • @goldbergbrain

    @goldbergbrain

    8 ай бұрын

    @@Dragon_Fyreit’s not, though, because it’s used at instant speed on a big attack. Ghostly Prison does no damage; this does. And in my playgroup, Ghostly Prison is hated, so it paints a huge target on the person playing it.

  • @Dragon_Fyre

    @Dragon_Fyre

    8 ай бұрын

    @@goldbergbrain That’s more of a budget Inkshield fog, where Ghostly Prison is a pillow fort enchantment, where it buys you time with slower decks when playing versus aggro or go wide decks. They serve very different purposes IMO.

  • @danpearman270
    @danpearman2708 ай бұрын

    The conversation around 8 mins in (Seth and Tomer consciously choosing not to play decks they enjoy, just to keep games shorter) sums up the problem with what commander has become as a format. If you cannot play the decks you enjoy (in a supposedly 'casual' 'fun' format, played for 'enjoyment'), then what's the point in the format existing?

  • @jacobbrj
    @jacobbrj8 ай бұрын

    I've softened on infinite combos, as long as they end the game. I think the best way to play with them is to say what infinite combos you have in your deck before a game. There are too many infinite combos out there, and no one can keep track of what answers to hold up and how. Then the table can threat asses better. It would also avoid the "gotcha, infinite combo you never seen before" moments that can be sour. E aren't all professional players... and there are thousands of cards...

  • @MakeVarahHappen
    @MakeVarahHappen8 ай бұрын

    If you had a bunch of overcosted one-sided wipes you would still need the not die board wipes. Like Richard said, they're wincons. At that cost they no longer cover their primary purpose of being protecting you.

  • @PasDeMD
    @PasDeMD5 ай бұрын

    "Whenever an opponent would draw one or more cards, deal X damage to X." Would fix synergy with wheels for draw punishment. The "problem" is that simultaneously doesn't punish self wheel or other ways of generating large amounts of card advantage at once.

  • @flyingwhale21
    @flyingwhale218 ай бұрын

    For combos... Imo they are fine but if you have a two card combo in your deck especially if one of those cards is your commander. It's worth mentioning in rule 0

  • @ShredRedDUBC
    @ShredRedDUBC8 ай бұрын

    Here’s a combo that no one on the planet can possible hate: You have inferno of the start mounts out with a nettlecyst equipped to it. You have 13 treasures, so infernos power is currently at 20 because of the nettlecyst, just above its threshold to trigger its ability. You sacrifice a treasure to bring its power down to 19, and use the mana from the treasure to activate its ability, bringing its power back up to 20, shooting any target for 20 damage. You can do this for your remaining 12 treasures, which should be 240 damage to any target, should be enough to kill the table. That’s technically a 2 card combo, that took so much to pull off, and is so unheard of!! If that type of tomfoolery gets hate, we need a new 4 player casual format that allows such dope things. Up with late game combos !!

  • @ShredRedDUBC

    @ShredRedDUBC

    8 ай бұрын

    Star mounts* not start mounts

  • @greg6538
    @greg65388 ай бұрын

    Nuanced take on combos: I used to be very against combos. The longer I've played Commander the more I've realized how perfect combos are for a multiplayer format. I'm with Crim on why games go so long - people don't want to kill each other. Combos allow people to progress towards a win condition that doesn't create feelsbad moments where one person is knocked out early and has to sit around for an hour.

  • @Groovemancer
    @Groovemancer8 ай бұрын

    Teferi's Protection doesn't prevent commander damage tracking, just the damage, which if you have a way for your damage to go un-prevented, e.g. Questing Beast, or Stomp (Bonecrusher Giant adventure), their life total won't change (because of Teferi's Pro), but the tracking of commander damage will still increase from commander damage. It's a weird edge case, but it does exist.

  • @FearOgre

    @FearOgre

    8 ай бұрын

    Along with infect, and lose the game damage like Vorpal Sword

  • @MakeVarahHappen
    @MakeVarahHappen8 ай бұрын

    Usually I agree with Tomer's soap box about jank combos but it doesn't seem super relevant. Richard brought up combos as a potential solution because moderate to powerful combos do get under a lot of the "problem" cards and behaviors being talked about. Tomer bringing up the worst combos known to man is useful when talking about the umbrella term combo but it doesn't really interact with the idea of wider combo destigmatizing being a solution to long games. Combos of all power levels have attributes that make them different to deal with than mid range or aggro. Not harder or easier, different. If you introduce a combo of comparable power level a 100 card deck has to remove something to adapt and hopefully that means shorter games. "More combat damage" is 100% a valid suggestion in speeding up games and no-changling Spike tribal doesn't change that.

  • @commanderpower99
    @commanderpower998 ай бұрын

    1. Optimization is not a cause of making games longer. It is totally the opposite (see cEDH). 2. Yes. Teferi's pros, farewells, etc. Makes games longer bc they are cards that prevent players from dying rather than advancing their boards. It is a deckbuilding "issue". Some people build decks like that and it is fine. 3. Games are actually getting shorter bc cards are way more efficient and threatening. And if nobody is playing interaction, games tend to go 5 turns or shorter.

  • @snakeorbreak6258

    @snakeorbreak6258

    8 ай бұрын

    “Optimization doesn’t make games shorter” Specifically calls out CEDH which is almost always over in 3-5 turns

  • @snakeorbreak6258

    @snakeorbreak6258

    8 ай бұрын

    That or stax gets going and the game is twenty turns of “draw, go”

  • @commanderpower99

    @commanderpower99

    8 ай бұрын

    @@snakeorbreak6258 thanks for catching that mistake. I meant longer.

  • @UVAFoozle
    @UVAFoozle8 ай бұрын

    I think you can rate the vague speed of the combo. In a rule-0 power discussion, we represent our decks efficiency, like how much fast mana, tutors, and interaction. I do think it's valid to not want to play against combo decks, but it also seems like people can't agree what constitutes a combo. If someone had to set up multiple cards uninterrupted for an unusual combo, I think that's more interesting than Akroma's Will, kill you.

  • @xTGE
    @xTGE8 ай бұрын

    I mean at my LGS it really depends. Some games will end after two turns, some will drain the whole hour round. I know if I play Merikie or Svella I can stall the game to time consistently and if I play Kaalia or Inga and Esika I can have a board dead in 5 turns. Guess it just depends on the deck.

  • @hreiarevarsson7900
    @hreiarevarsson79008 ай бұрын

    Commander clash games are definately a lot longer than commander games in general. I feel like the median game length in a 4 person pod at my lgs is like 50 minutes. Most games in the 30min-1h30min range. And maybe its a moto thing, but turns take a lot faster at my lgs.

  • @poisonedsugar0181
    @poisonedsugar01818 ай бұрын

    This discussion is absolutely amazing. I would love to be apart a live podcast/stream and have these types of discussions.

  • @owenbauman7605
    @owenbauman76058 ай бұрын

    Crim had me cheesin the whole time. Awesome episode!

  • @KingQuetzal
    @KingQuetzalАй бұрын

    Game length is 100% determined by player skill, card knowledge, and deck piloting experience. I have a storm-like deck I have played 100+ times and average about 3 minutes per turn. Usually the slowest part is having to read all my opponents new cards. It's similar to the reason people hate MLD; they take 10 minute turns with 1 mana, the turns should be shorter.

  • @SWNJim
    @SWNJim8 ай бұрын

    I find that if people are acting with their own self interest in mind and with intention, then the games flow better, even if they end up going longer. I agree with Crim, if someone on turn 6 left themselves open, take them out. That’s one less person per turn rotation. A big problem that I’ve always harped on is what I call the Reliquary Tower effect. Everyone has wants to have all of their options, but they can never keep a priority of what they want to use. In some ways it does cross over with everyone having draw because it creates more choice, which causes more choice paralysis.

  • @happybrain2674
    @happybrain26748 ай бұрын

    for combos i have some rules i hold myself into them: - no tutor - at least 3 cards without your commander - it has to be flavorfull - people have to be able to interact with it, without having to be a resent color the idea is that it has to feel like it only happens once per year if you play every weekend and if your lucky/smart.

  • @ElDocBruh
    @ElDocBruh8 ай бұрын

    Farewell should cost WWWWWW, show some commitment if you really want the clear the board! We need cards that phase out your graveyard 😎

  • @Shimatzu95

    @Shimatzu95

    8 ай бұрын

    Total agree, powerful cards should have way more colored pips, in particular (one sided/selective) boardwipes and wincons, that way there is a price/tradeoff to playing 5 color goodstuff.

  • @lucascoutinho2441

    @lucascoutinho2441

    8 ай бұрын

    There's actually a couple of old black cards that temporarily remove cards from graveyard. If I remember it right they have a upkeep of exiling cards from your graveyard and when you can't you sacrifice the creature and they go back. Found them while brewing a Tormod deck.

  • @peggle09
    @peggle098 ай бұрын

    My friends and I use a 4 way 15 min chess timer. For fast games we use 10 min. If your time runs out your out.

  • @TristanB4
    @TristanB48 ай бұрын

    Nowadays, while I'll go in the tank if needed- my default mode is nearly playing speed magic and I'm very conscious of how long my turn is taking and just trying to move games along in general. Games take too long! I wish everyone kind of had this attitude of just moving things along and getting through their turn asap.

  • @dead_g00n96
    @dead_g00n968 ай бұрын

    When I was taught commander we played in 6-8 people pods, which was insane and the only way to really win in pods that big is to combo off and kill everyone at once. So combo can be necessary.

  • @jakeburger2137
    @jakeburger213721 күн бұрын

    Super late comment- Warping Wail can counter farewell in mono red/green/black or any combination thereof. Along with quite a few other annoying sorceries. Plus its modal in case you need to exile an esper sentinel or some other irritating 1 power or toughness creature.

  • @Dynme
    @Dynme4 ай бұрын

    56:25 Not sure why the hate on things entering simultaneously. It's the best way to run Cathars' Crusade, imo. Instead of running Mardu Ascendancy and making one token at a time, play Rabble Rousing and make them in chunks.

  • @TheBraxton17
    @TheBraxton178 ай бұрын

    So I think that it relates to product fatigue too cause now you have to read every new card coming out and also a lot of people will just play a new deck without gold fishing at all and not know there lines or outs and just overthink a lot, had a game recently where the artifact deck that was in a commanding position in the game wouldn't do or say anything for minutes. I wasn't sure how to politely ask him how to hurry up and take his turn but we only played 2 games that night because of the longer games

  • @thriftypsgr
    @thriftypsgr8 ай бұрын

    I find myself running grasp of fate and expel the interlopers more than farewell

  • @MichelPlanteBrand
    @MichelPlanteBrand8 ай бұрын

    this conversation game me an idea, how about using a chess clock for turns like a MTGA rope. maybe the 1h mark will be met more regularly.

  • @davidarmstrong3964
    @davidarmstrong39648 ай бұрын

    Y’all act like you have to choose every mode for Farewell. Farewell is so strong because you get to choose what to exile. You have recursion you don’t hit graveyards, you run artifacts you don’t hit artifacts, etc

  • @RPGFanboy14
    @RPGFanboy148 ай бұрын

    Whats funny is Farewell has existed for years now and hasn't really been an issue to ever talk about, its Merciless Eviction. The thing that makes Farewell so much more prevalent and a potential issue, besides having an easier color identity, is the fact that you can just pick every mode on the card and that it hits Graveyards. With ME theres an actual choice to be made while with Farewell its just: Meh wipe everythng. Which is what really makes it so powerful. Its like if Cryptic command let you pick every mode for it. It would be insane.

  • @chandlercook8714
    @chandlercook87148 ай бұрын

    Crim countering Jeremy Noells craterhoof with counter balance / Ondu inversion at MC Philly lives rent free an my head.. but that seemed like a quick-ish game even tho aminatu flickering out of time was hilarious

  • @biggymiggy6408
    @biggymiggy64088 ай бұрын

    I almost only play asymmetrical board wipes or modal ones so that I can keep my stuff and win the turn after or even the turn of the board wipe

  • @taylormilleman7337
    @taylormilleman73378 ай бұрын

    While I do prefer an hour and a half games of commander, but I typically play what I call tabletop commander, where it's not strictly 4 players, just all my buddies who are available to play. So I typically run against 5-6 player groups. Also no commander damage cause tbh it feels kind of cheaty when most of us try not to win with combos

  • @Shimatzu95

    @Shimatzu95

    8 ай бұрын

    Personally i feel like commanderdamage is often a savety valve to combat lifegain decks. Of course with noncreature permanents now being useable as commanders this is a bit less relevant.

  • @wastelandkitten9698
    @wastelandkitten96988 ай бұрын

    they aren't too long when I play, either I combo out early or get oooffed early.

  • @ww11gunny
    @ww11gunny7 ай бұрын

    My stay alive deck is feeling personally attacked by Richard.

  • @Minervastouch
    @Minervastouch8 ай бұрын

    When richard starts talking cathar's crusade he was talking about one of my earliest EDH decks post pre-cons. Roon bouncy house token maker and control. I'd have so many permanents that made like 3 tokens sometimes different power and toughness lol. I had so many d20s. I think more people wouldn't mind playing against combo if they knew up front and said im playing for a combo finisher but combo players are hesitant to say so because they "Know" whether true or not they will be targeted first and removed from the game. When a player combos out they essentially ignore the efforts of other player's board states and demand an answer RIGHT NOW. Most other players you get to see it coming and displayed on their board and you have turn(s) to combat the oncoming victory. Most combos just come out of hand and win on the spot. For better or worse thats my 2 cents on why combos generally make for poor EDH games in pick up group settings.

  • @greenr1v3r
    @greenr1v3r8 ай бұрын

    I choose not to build counter or shuffle commanders. Cathar's Crusade would absolutely make my mono-white deck better but I don't want to deal with it as you discussed, so I don't play it. I also love the idea of Light Paws but I don't want to be tutoring and shuffling my deck more than the occasional fetch land.

  • @seoreh3138
    @seoreh31388 ай бұрын

    About combos, what i feel bad to play against is when the deck is "a combo deck". Like its only or main way to win is the combo, playing many tutors to find combo pieces, stalling the game until it can combo off. But when it's a incident combo or a backup win condition, I don't realy mind.

  • @MJBrown901
    @MJBrown9018 ай бұрын

    2min per turn x 4 ppl x 8 turns =64 min.. sounds right. It does take a long time to go through everything but as long as you pay attention to draw engines that's where you can shut down opponents and end games quicker.

  • @porterproductions5565
    @porterproductions55658 ай бұрын

    Y’all need to rule zero 1-2 board wipes per deck 😂

  • @Nathanael_Forlorn

    @Nathanael_Forlorn

    8 ай бұрын

    Yes, mandatory at least 2 wipes per deck, I agree.

  • @kentverbeet5704
    @kentverbeet57048 ай бұрын

    This is why I kinda like The One Ring in Edh and how it puts a clock on the game while enabling players. the gradual but exponential nature of the card advantage I found makes edh games end at a good time as people are still able to kinda enable their game plan through some board wipes and avoid those draw and go lulls where someone is drawing everything they don’t want

  • @laffywaffy1989
    @laffywaffy19898 ай бұрын

    I don't mind super long commander matches

  • @johnathanrhoades7751
    @johnathanrhoades77516 ай бұрын

    The only “too long” games I have played recently are games where people are indecisive and succumb to decision paralysis. I enjoy 1-2 hours generally.

  • @JacobBos1988
    @JacobBos19888 ай бұрын

    I have a Lazav deck where i can randomly kill an opponent on turn 3. I always do it, because it's very unlikely and hilarious when it happens.

  • @adkirsch
    @adkirsch8 ай бұрын

    If it’s fun, it doesn’t feel too long.

  • @AndrewS-vu4ji
    @AndrewS-vu4ji4 ай бұрын

    Everybody lives is just an advanced fog, teferis prot and one ring are the stage 2 evolution of fog. (Platinum angel type effects are the stage 3 evolution)

  • @Maccabeus87
    @Maccabeus878 ай бұрын

    I think any combos of 3 or more cards with a mana value of 8 or more is not only acceptable in casual commander, but necessary in order ot keep the games from being ridiculously long. Short games mean more games, and I think a great Rule 0 is to simply say, "Once you've won with a deck, it's retired for the night." This precludes one player from dominating with a given deck if it's too powerful for the rest of the table.

  • @hanschristopherson8056
    @hanschristopherson80568 ай бұрын

    I wonder how much of this discussion is going to be influenced by commander clash being 3 hrs

  • @jekanyika

    @jekanyika

    8 ай бұрын

    Was this not recorded after?

  • @VexylObby
    @VexylObby8 ай бұрын

    I think somewhere along the way, Wizards made the commander games shorter in turns, but kept the turns longer. I think the opposite should be true. There should be more opportunities for incredible moments, but also not inflated game time.

  • @DerpyLaron
    @DerpyLaron8 ай бұрын

    I am cool of combos as long as they take effort, but I agree that stack interaction lacking form most colours makes them more annoying. A card like Approach of the second sun, is kind of useless vs 3 blue decks, but it becomes almost a free win if you are vs 3 non blue decks. They have to try way harder to kill me if I give them one turn. If I don't they just lost. More stack interaction would probably help it, but it would also make games much longer. White getting counters secondary is nice, but what we really need is more counters for triggered and activated abilities. Green has some of it, don't give anymore to blue, but instead make black secondary for it. Red can keep it's current kind of redirecting and making it random interaction and we'd still have every colour Interact without them taking each others space. Let's face it part of this problem is that the game was not designed to be played that way so the answer to things you can't counter was out aggro or out value. both are things that are much harder in commander

  • @samuelswinamer4939
    @samuelswinamer49398 ай бұрын

    Match up is everything..... If I play Rashmi, Draw-Go with no tutors but tons of card advantage the game is three hours. If I play Mono black Pestilence spam then it's 40 minutes lol.

  • @kevinthecarpathian
    @kevinthecarpathian8 ай бұрын

    Haven't watched the video yet but now I know they gotta be trolling after last week's video lol - newsflash, when most of the players run 6+ boardwipes games are going to last 3 hours probably

  • @cowonafarmstrategy3449
    @cowonafarmstrategy34498 ай бұрын

    The only gripe I have with combo is a lot of the time it takes advantage of the idea that we should be nice to each other. Many games in which I lose to combo is me and my opponent being nice the the player because we think they are behind. If people were more fine with taking people out of the game then I think combo will get worse and people will start making better decks to not die.

  • @Mathewu_

    @Mathewu_

    8 ай бұрын

    I think we've gone too far with being nice(casual). If someone spend 3 or 4 turns ramping or I know the deck combos. I usually try to lower their life total down as much as possible.

  • @NKMitch42
    @NKMitch428 ай бұрын

    My experience is that in general games take about 25 minutes per player that started the game.

  • @RibusPQR
    @RibusPQR8 ай бұрын

    Spatial Binding can prevent things from phasing out, and Time And Tide makes all creatures phase in.

  • @jackl8025

    @jackl8025

    8 ай бұрын

    Seems pretty niche. I'd rather play a Negate

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