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CommanderCast Ep 344 – Acceptable Win Rates & “Fun” Commanders

PODCASTS – CommanderCast

English - January 21, 2019 14:16 - ★★★★★ - 25 ratings
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Hello everyone and welcome to CommanderCast Episode 344! This week Mark and Adam are back and eat to talk about some topics sent in by a fan of the show. Starting with their view on what a good win rate would be in Commander, followed by some fun to play against commanders, and ended with […]

Hello everyone and welcome to CommanderCast Episode 344! This week Mark and Adam are back and eat to talk about some topics sent in by a fan of the show. Starting with their view on what a good win rate would be in Commander, followed by some fun to play against commanders, and ended with a discussion on what cards are so good you don’t play them.


So lets stop waiting and Click the IB!!!


 


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CommanderCast Episode 344


Posted: January 21, 2018


 


Intros:


 


Adam


 


Mark


 


Keep up with the conversation on Facebook & Twitter.


 


Community

 


From Stephen’s email: (also be sure to check out his work at CoolStuffInc.)


 


What win rate is a reasonable target in multiplayer Commander?


 

How does it affect a playgroup when one player is seriously dedicated to maximizing their winrate?
How important is it to assemble a playgroup with a common approach to the game and how valuable is it to bring in players with different approaches to the game?
Is there ever a situation where you throw a game and if so – what might prompt you to do so?
Is there a way to play in a competitive manner, dominating play and having a win rate that is higher than average but also be the kind of player that folks really enjoy having at the table?
Are there ways to be able to have your cake and eat it too, by which I mean have and play a cEDH deck in a meta that might not really be up to that level of play, and yet still have a healthy playgroup with folks who enjoy playing with you and look forward to your play sessions?

 


Strategy

 


Most fun commanders to play against?  What constitutes a “fun” play experience for your opponents but still gives you a fighting chance to win?


 

What role does “fun” play in relation to how you approach maintaining a competitive balance in your playgroup?
Why would you ever tone down a deck and make it less competitive if the goal of the game is to win?
Is the goal of the game actually to win, is it really something else or can it be something different for different players?

 


Examples of fun commanders to play against: (And what makes these commanders “fun” to play against?)


 

Group Hug

Kynaios and Tiro of Meletis
Phelddagrif
Edric, Spymaster of Trest

 

Novelty

Dakkon Blackblade
Experiment Kraj
Blind Seer
Brudiclad, Telchor Engineer
Grothama, All-Devouring
Dralnu, Lich Lord

 

Chaos decks

Vial Smasher the Fierce

 

“Fast”

Heartless Hidetsugu

 


Technology

 


Are there cards you simply won’t play because the competitive advantage they might give you is too great?


 


Adam

none

 


Mark

Serra Ascendant, Mycosynth Lattice, Vorinclex, Voice of Hunger

 


Outtro/Contacts:


 


CommanderCast  – Email: commandercast(at)gmail(dot)com // twitter: (at)CommanderCast


 


Calvin – Email: captainredzone(at)gmail(dot)com  // twitter: (at)CaptainRedZone


 


Mark – Email: mahlerma(at)gmail(dot)com


 


Adam – (at)squire9999 // (at)thetrinisphere


 


Be sure to check out our CommanderCast Facebook page.


 


And a big thanks to everyone here at the CommanderCast Network. We’ll see you next week with more community, strategy, and technology. Until then, LET’S GET IT!

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