As the Philosopher Jagger once said, “You can’t always get what you want.”
It’s a little odd to have a Commander post on the design blog, but whatever let’s roll with it.
Four-color Commanders was one of those areas that I just didn’t care to see Legends printed for. To me, the whole exercise was nothing more than checking boxes. Players kept asking for four-color Commanders so eventually WotC was going to produce them. Believe me, WotC would go back and errata the Nephilim to be legendary so fast it would make Barry Allen look slow (Insert your own timeline joke here). Alas, they don’t do functional errata so that’s a no-go there. I didn’t want four-color Commanders, I didn’t need four-color Commanders. And now?
I’m glad the boxes are checked.
This Commander product wasn’t directed at me. There are those people that want four-color Commanders to play those types of decks. The designs of them feel alright but most don’t really work with my playstyle (though Kynaios and Tiro of Meletis tickles my fancy). And that’s fine, not every product is going to be directed at me and this was something that players have been asking about for years.
It’s a weekend long celebration of gaming and getting together with friends and making new ones. PAX is the one event every year that I’ll put almost everything else on hold to attend. In the past eight years of PAX, I’ve only missed once when my daughter had surgery (a few years ago, she’s doing pretty well now). I’ve seen the invention of the Magic Party, its evolution, to its final iteration last year. Now, Magic takes over an entire theater for a weekend.
I was one of the only people posting spoilers online in the first Magic Party on Zendikar (the first time around) to Twitter and now the multinational company is streaming high quality shows on Twitch dedicated to introducing cards and mechanics from the very people who designed them.
Every year WotC tries to go bigger and grander. Last year it was a section of the Convention Center that had a huge Eldrazi arm breaking through a window and smashing a car. It was pretty epic. This year WotC took over an entire building and threw a street fair (Inventor’s Fair) with a huge moving Elk (After the 0/4 Camel was previewed, I told a WotC employee that they should’ve had a real camel there too). That’s not out of place at this convention.
PAX is PAX.
WotC held the World Championship for the Pro Tour, which finally makes sense; now it’s right before a block rotates instead of at the end of the year when a new block has been in Standard for two months. The grand Paramount theater housed a variety of panels that you could watch both live and streaming live. If you didn’t want to watch what was happening onstage, you could spellsling with WotC employees and celebrities, play in numerous drafts, play Commander, Cube, or just the basic learn how to play this game all within the same building. There was merchandise sold in the lobby (with a surprising amount of variety of what to choose from), as well as a prize wall for those of you played in sanctioned drafts.
If you didn’t want to leave the Magic area for four days you didn’t have to.
I used to come to PAX because Magic was a part of it. It was something that I would do near the end of the day because of the party. Now, I go to PAX because Magic is there and I almost ignore the rest of the convention. Sure, I walked around once in the indie section and played a game in the Jackbox section, but PAX has lost its luster when it’s not Magic related. Maybe it’s because I feel it’s my duty to try and give you what it’s like while I’m there (I did a Parascope of the Inventor’s Fair).
If I had to pick between design and development, I’m pretty easily sitting on the design side. Sure, I can hunt and peck and guesstimate development, but it’s not something that’s my strong side. I know that and I can live with the limitation. So why did I take on one of the most develop-y things I could do: building a cube?
Because it’s fun.
Plus, what else am I going to do with cards that aren’t in my Commander decks?
When I decide to get expensive/foil cards, Commander is still my preferred format. But I’ve wanted to get into some more drafting so I decided to build a cube. If you don’t know what a cube is, watch this helpful video from Tolarian Community College:
So I built a pauper cube and it was fun for a while. I followed around Adam Stybroksi’s pauper cube and it fun but I wanted more power, more umph. But I didn’t want to strip my Commander decks full of cards to get a cube going. So I set up some rules for myself:
Modern legal only
This was an easy one. Sure I might have missed some great cards if I dipped into Eternal formats but this way I only get a few broken cards instead of full colors. This allowed me to keep the Reserved List out of the cube and keep costs lower than what it could be.
No foils or exotic cards
Cube is the other format where players like to foil out their decks or get the Russian foil whatever to make their cubes stand out. Those type of cards are for my Commander decks. Plus, I feel as if I keep everything non-foil, I won’t hesitate to take it out for a better card. I’ve discovered I’ve had this problem in my Commander decks from time to time. Of course I feel that’s ok in Commander since I’m not a cutthroat kind of guy in that format (except when I play my Sygg, River Cutthroat deck).
Something else was missing. Being a Johnny, I wanted to make the cube unique. Building a Modern-legal cube seemed fun, but I had fears it wasn’t going to be too different than the rest of the cubes I’ve seen. So I started to think about what could make this cube different.
But, what if it was all one set?
I’ve seen people build set/block cubes, like with Ravnica and Innistrad. That seemed kind of fun. It wasn’t really what I was going after.
What if it was a set, like Modern Masters?
Well a cube is kinda like Modern Masters…
What if rarity mattered?
What if each color, color combination, and colorless had so many mythic, rare, uncommon and common spots?
On a long enough timeline, the survival rate for everyone drops to zero.
Today, WotC announced that Emrakul is the huge threat on Innistrad. This came as a complete non-shock to many and received a “Ho Hum” from the internet. All of the clues were laid out for those that wanted to follow them and it was pretty spelled out. Sure, I was on team Marit Lage (The Planeswalker/Cosmic Horror from Dark Depths), but I mean I knew it was the Great Spaghetti Goddess.
But players, like they always do, complain that this wasn’t some great twist. As if we were expecting something like a Sixth Sense ending (or to play off this title’s connection, Fight Club (Explanation of the other part of the title can be found here in the story)). Instead we get something that everyone was expecting; Mike Linnemann (@VorthosMike) had been going on this for a while. But, it makes sense storywise. Let’s all calm down breathe deeply and take a look at why this was an okay move for WotC. Continue reading “I’amrakul’s Complete Lack of Surprise”
Battle for Zendikar and Shadows Over Innistrad both have easy to digest stories: The Eldrazi are destroying Zendikar, something is making everything on Innistrad crazy. Two big objects are changing the plane (Eldrazi vs the Moon). Battle for Zendikar focuses on the things that are close to the Eldrazi while Shadows Over Innistrad focuses on the plane and its inhabitants. The design focus is then on the Eldrazi vs. the plane of Innistrad. Going big vs going wide.
Hey, let’s design everything around the Eldrazi (Going big).
Hey, let’s design everything around horror and madness is affecting the plane (Going wide).