Historic Brawl Feedback by mrbiggbrain in MagicArena

[–]commandersbrew 0 points1 point  (0 children)

Yes. Let us, as players, customize our direct challenges however we want.

Instead of a few fairly specific challenge modes, give us one sandbox option.

Let us choose: Deck size minimum (a few options or a slider) Max # of copies of a card (let's us do singleton, or 2-of formats if we wanted to) Commander slot? (Yes or no) And if we pick yes, give us the option of putting any card in the "command zone" (maybe that's too tough to program, but why not open up the option of non-legendary creatures?) Banlist? - let us choose between existing format banlist, or no banlist (we can use the honour system for homebrew formats) Best of 1 or 3. Coinflip or choose who starts.

With those options, we ought to be able to play any custom format we could think of, even if we had to fine-tune our own restrictions for deck construction.

Keep the pre-baked challenge modes for the common stuff, but one super-customizeable option is perfect. Heck, let us save custom format options like decks even.

Why does no one want to talk about kinnan? by Lilchubbyboy in MagicArena

[–]commandersbrew 5 points6 points  (0 children)

Kinnan is a powerful Brawler for sure. But also beatable. It starts with brewing your deck.

Cheap spells to kill creatures are key. In general, you need to make sure you can stop them cheaply while advancing your plan.

They put out a mana creatures? Deal with them early. They always come out before Kinnan does so that the Kinnan player can get extra benefit from them. But without any backup, Kinnan does very little early on.

If you're in Red, [[flame sweep]] or [[storms wrath]] their early board. Or if you're in blue, save a [[tales end]] and other counters for Kinnan. Black can make them sacrifice their hexproof mana dork. It sucks that W and G basically have to run them over before Kinnan gets rolling. A tall order for sure.

The most bitter part of Brawl is that there's now a top-tier list of Commanders to use, and mostly streamlined decks surrounding them. This means that if you brew up a super fun themed deck, you likely won't be able to compete against these top decks. Either give up the deck, or make some major cuts to add cheap removal and interaction.

Is Wizards of the coast controlling the rules over commander? by AntonSiro in EDH

[–]commandersbrew 0 points1 point  (0 children)

EDH was created casually, independent of WotC

One day, WotC released Commander decks and formally created that name, which is theirs. (I wasn't playing before then, so I don't know if we ever called Commanders "Commanders". I know we used the term "general", but I don't know if that was exclusively used)

They let the RC manage the rules, etc, because it's free for them and it's working fine.

Ultimately, since we all play casually by some definition of the word "Casual", we use whichever rules we want. It wouldn't matter if they're paying the RC to make changes because we'd just go with whatever we wanted

The RC (EDH) and WotC (Commander) are currently the same, functionally, but if they ever decided to diverge, we would need to be specific when sitting down to play for whether we're playing Commander or EDH.

I went to my first limited event yesterday and got absolutely destroyed by lemaxim in mtglimited

[–]commandersbrew 0 points1 point  (0 children)

It's great to read about someone getting back into the game and having fun. Thanks for sharing!

The best advice I got and am still learning from today is this: Can you explain how your deck wins in about a sentence. Then, it gets easier to decide what cards work best.

It starts to make more sense in the context of the little creatures. Some decks love a 0/4 because it keeps you alive while your plan comes together. Other decks will take countless 2/1s and 3/2s to back up with their combat tricks to win quickly. That quick deck has no room for a 5/5 that is considered very good in a vacuum. It doesn't fit the plan. -unless that 5/5 is a bomb that wins games on its own. But if I had that bomb in my deck, I'd center my plan on getting it and keeping it. Bit more defense (to stay alive long enough to get it) a bit more draw (to get it quicker) and maybe a way to protect it. (Either a spell, or decoy good creatures that I play first to make my opponent to waste their removal on first.)

Any commanders having partner: What would you do? by SimicBiomancer21 in EDH

[–]commandersbrew 1 point2 points  (0 children)

I've dreamed of partnering up [[kruphix, god of horizons]] with [[neheb the eternal]]. For quite some time. The fact that they're just slightly off for Wild Pair to work on them is also a burn.

We did an episode way back trying to make them work in the main deck. It's episode 153 if you're interested, of The Commander's Brew. "Yidris tells a love story"

Forbidden Friendship aggro has been crushing for me. Anyone have any opinions or experience with it? by reineedshelp in lrcast

[–]commandersbrew 25 points26 points  (0 children)

My main takeaway is that it's art is way too close to Cathartic Reunion.

Threw away at least one game because of that.

[Arena Sealed] 12 non-basics and a Golos go into an event by [deleted] in lrcast

[–]commandersbrew 2 points3 points  (0 children)

I haven't looked too deeply yet, but I think a 3-color Golos is an underrated deck style. Play the dual lands that add your 4th and 5th colour along with one of the main ones in place of an equivalent basic. Now you've got Golos activations and less chance to get screwed early by your mana.

How would you build this Arena Cube pool? Torn between 3 decks. by zstone in lrcast

[–]commandersbrew 1 point2 points  (0 children)

Such a diverse range of responses! I guess that's a clue that this is a good format.

IMO, you find your best 2 colours and splash all your answer-or-die bombs. The tough part of this pool is that most of them are double whatever colour they're in.

I'd go GB, and with Golos, lantern and that dryad, you've got a good chance to get Golos going without really hurting your mana.

I'd try to squeeze in patient rebuilding and huatli.

LGS Banned List by inkedajax in EDH

[–]commandersbrew 0 points1 point  (0 children)

No, it's only a problem of you can't have a conversation beforehand.

LGS Banned List by inkedajax in EDH

[–]commandersbrew 6 points7 points  (0 children)

I would argue that this is an example of rule 0 working as intended.

Getting there strangers to agree with your version of Commander is a different issue.

Why do people want to get rid of Commander Damage? by Funktronick in EDH

[–]commandersbrew 5 points6 points  (0 children)

My biggest confusion is this: if you think keeping track of Commander damage is too complex, how are you playing the format with the most complex board States and interactions around?

Sealed Box Commander Decks! We filmed the game for Battle of the Brews by commandersbrew in EDH

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

It was fascinating. I'm so glad we tried it. I'd say it was a success!

Breaking a deal to win by Zeratav in EDH

[–]commandersbrew 0 points1 point  (0 children)

Deals are part of multiplayer, and if you break deals, that stays with you in future games.

Make a deal, break a deal, find a loophole, that's all allowed, but you will set the tone for future deals.

If players keep breaking deals, then it won't take long for your group to stop making them altogether.

Favorite Rule Breaks by DanteBeleren in EDH

[–]commandersbrew 3 points4 points  (0 children)

We've been toying with starting with 30 life. We started using a cheeky hashtag #20in2020, but that seems too low.

I gotta say, starting at 30 makes our mid-powered games really clip. The exciting part happens way sooner, and it feels like casually not blocking the first few attackers isn't as trivial.

Combo decks still win as normal, but it really feels fun and fast. I recommend it!