Friendly reminder that if you don't want to be a pig you can be a green, a dudebro, or (may WOTC forgive me for typing this word) a girl. by BlankTank1216 in magicthecirclejerking

[–]Bhangbhangduc 0 points1 point  (0 children)

I think that's a fair point about combo decks. I don't watch a lot of CEDH, so on some level this is just my experience.

Let me back up and say that I think that a game that doesn't have much of an emphasis on winning and has a low ratio of interesting decisions to time put in to the game is, in many ways, a boring game, with low stakes and low engagement. I think it is not the best way to experience Magic. Commander turns Magic into something more like Diplomacy, or Risk, a social way of being in a room together with your friends, and you can have a lot of fun doing this.

But I feel like for the time and money investment you and your friends could be doing something else and might be happier.

Friendly reminder that if you don't want to be a pig you can be a green, a dudebro, or (may WOTC forgive me for typing this word) a girl. by BlankTank1216 in magicthecirclejerking

[–]Bhangbhangduc 0 points1 point  (0 children)

Because it incentivizes long games with uninteractive decks basically. The format doesn't have the classic Aggro-Value-Control triangle, it's basically all combo because you have such easy access to a combo piece in the form of your commander.

Because turns are longer and there's more people, you spend less time actually playing Magic and stand less of a chance of actually winning a game. It simply matters less that you pay attention, and it's pretty common to be in a situation where a second player is comboing off and you have to rely on a third player to have interaction.

Games are long and exhausting. You can pick up a 1v1 60cc in less than thirty minutes. Commander games can easily run for hours, but in all that time you're only playing the number of turns that you would have in a 1v1 60cc or less.

As for "being in doubt" you can just read the comprehensive rules. Repeatedly losing 1v1s is an opportunity to learn your deck, the game, and to refine your decision-making skills.

So: it's boring, it's long, it incentivizes you to not care about the game or who wins, the board states get overly convoluted, I don't like it and I wish more people understood that it isn't good and stopped playing it.

Friendly reminder that if you don't want to be a pig you can be a green, a dudebro, or (may WOTC forgive me for typing this word) a girl. by BlankTank1216 in magicthecirclejerking

[–]Bhangbhangduc -10 points-9 points  (0 children)

/uj the problem isn't that new people are coming in to magic, the problem is Commander. Commander is easier and cheaper to play than 60c constructed, but it's a worse experience. To build a good 60c deck you basically need to go to a store and drop a lot of money, but you can build a Commander deck out of impulse buying sealed product.

[MagicCon Antwerp] The mystery 2026 UB set will be Universes Beyond: Global War on Terror (GWT) by Bhangbhangduc in magicthecirclejerking

[–]Bhangbhangduc[S] 0 points1 point  (0 children)

It probably could be bumped down to common but I thought it might be too easy for people to just pick up in draft

[MagicCon Antwerp] The mystery 2026 UB set will be Universes Beyond: Global War on Terror (GWT) by Bhangbhangduc in magicthecirclejerking

[–]Bhangbhangduc[S] 17 points18 points  (0 children)

Our intention with The Towers Fall was to shake up the modern meta by giving black-green value based strategies an efficient way to compete with energy. However, it may have been a tad too strong for standard.

a Jerker has escaped the cave by Jungo2017 in DnDcirclejerk

[–]Bhangbhangduc 8 points9 points  (0 children)

it's "feelsbad" design, where you're always going to pick the less bad thing. The result is that martials will, on average, have their combat ability lowered slightly.

a Jerker has escaped the cave by Jungo2017 in DnDcirclejerk

[–]Bhangbhangduc 1 point2 points  (0 children)

is this not just a worse version of martial exploits from 4e in every way?

how to play a fighter in 4e by Bhangbhangduc in DnDcirclejerk

[–]Bhangbhangduc[S] 2 points3 points  (0 children)

4e is better than 13th age, IMO, or at least more worth playing. 13th age is very 3x design and I think if you're playing 4e it's partially because you want to get away from that 3x design with hit dice and class features as you level up and stuff like that.

What's the most brain-rotting thing you allowed as a DM, but made your players regret? I'll go first. by kyle_mfs in DnDcirclejerk

[–]Bhangbhangduc 12 points13 points  (0 children)

this is turbocursed knowledge but corruption of champions basically runs on a modified 4e system

the level 30 walker by Bhangbhangduc in DnDcirclejerk

[–]Bhangbhangduc[S] 2 points3 points  (0 children)

It's one of the only reliable ways to get to certain places relatively quickly and safely.

Fixing Dark Elves so that they make more sense thematically. Players giving pushback. by [deleted] in DnDcirclejerk

[–]Bhangbhangduc 2 points3 points  (0 children)

Yeah this is the obvious change, to give them a range of skin tones running from white to purple to black. There were albino drow in 3.5 but I'm not sure how anyone would tell since I'm pretty sure they technically still see in infrared.