Commander: The format's origins and how it succeeded
Today, I elaborate how Commander became Magic: The Gathering's most played format and how it all started.
ramp, fixing, staxand things like that - not bothering to explain them. There was almost no material that developed deckbuilding more comprehensively. It was always very specific, and the content aimed at laymen was practically non-existent.
playing! Putting together decks that look incredibly cool, playing with them, and discovering that they're actually gross; this is an excellent way to learn from your mistakes. Weeks, months and years playing Commander with different players, building different decks. It made me develop my own method. Still, I never stopped looking for external references on other players, websites and forums. This article is the first in a series of content that I have been producing with the aim of conveying the result of everything I have absorbed about Commander along the way. Originally, I had planned to organize all this material in a book format - a compendium of useful information that will serve players ranging from the layman to the more experienced. Talking to the Cards Realm team, however, we agreed that it might be interesting to split everything into an article series and publish them here on the site. So in the coming weeks we'll cover different deck building methods as well as concepts that will help you better understand the Commander format as a whole, so you can create your own deck building style. This is dense content that has been scrutinized as much as possible for the reader who really wants to expand their knowledge of the themes and concepts used recurrently by the Commander community. This appreciation for detail is what justifies the choice to cover the subject in several articles, rather than a "quick guide to how to build a deck". It's not just about answering common questions like "how many draws or removals to run", for example. What I intend to do in this series is precisely to approach the most complex theoretical concepts and translate them into a didactic language so that even the most beginners can understand, but without failing to add to the intermediate or advanced player. This article is episode 0 of this series: an introduction to the world of possibilities we are about to enter. A way to understand Commander, knowing its origins, evolution, main qualities and the reasons that led it to become the most played Magic format today.
Elder Dragon Highlander: A Brief Story
Duel Decks, they decided to release products made specifically for multiplayer games, something they had never done before. Thus came the sets
Archenemyin 2010 and
Commanderin 2011, all released during the American summer of the respective years and with the same purpose: to test the response of these casual players. The first two,
Archenemy, were Wizards' own creations, eventually drawing on casual formats from the game's own community (Chaos Magic, for example, was clearly an inspiration for Planechase). The third was fully used from the existing EDH mentioned above, which was already widespread at the time. All rules of this multiplayer format (created by Staley and improved by Menery) were kept, the only change was the name changed from Elder Dragon Highlander to Commander for commercial reasons. The commercial response to these 3 products was reasonable, but Commander stood out among them due to the great spontaneous adherence to the format by players around the world.
Commander 2011's preconstructed decks weren't such an explosive bestseller, but the EDH format became even more popular thanks to the visibility that product gave it. It didn't take long for the Magic community to realize that Commander was a phenomenon, and it was here to stay. The format has grown exponentially in several countries to the point that it has drastically changed the representation of casual players, moving towards becoming a better defined niche within the Magic: the Gathering community. Stores that had pounds of stranded cards in their stocks suddenly found themselves faced with a growing demand for old, forgotten singles like Sol Ring, Demonic Tutor and countless others who were destined to never see play again somewhere. Their time was coming back, as they were not only legal, but excellent in Commander as well. Wizards of the Coast got the message and did what they expected: they announced a second edition of Commander decks that was released in November 2013, two years after the first. The ad was acclaimed, and the set was a success. From then onwards, a new edition of Commander would be released every year and the format would not stop growing in number of followers. Today, according to Wizards of the Coast, Commander is the most played Magic format in the world, with a vibrant and segmented community. It became so big that it extrapolated the very basic principles of being a kitchen table format, attracting several other player profiles. A number of other formats come from it: Duel Commander, Leviathan, Tiny Leaders, Oathbreaker, Brawl... all designed with the aim of adapting the best features of EDH to different play styles. However, despite its vast breadth — which is largely due to the high replayability and ingenious design of the Magic: the Gathering game itself — Commander remains hegemonic as an essentially casual format, which is one of the reasons for its monumental success.
But why that? What exactly explains the EDH/Commander phenomenon, and why has this format taken the lead among kitchen table players over any other existing format?To answer this question, we need to better understand who is the main driver of this change: the
The Casual Player's Logic
Competitive vs. Casual. Most people differentiate both of these profiles as follows: The competitive player is one who plays to win, while the casual player is one to have fun. While these are the most entrenched definitions, they are simplistic and downright imprecise. Yes, the competitive seeks victory first, but he does it because that's the way he enjoys himself (so, fun is an end too). Likewise, the casual player values fun, but is not necessarily indifferent to the possibility of winning. What distinguishes casual from competitive goes beyond the win vs. fun axis. For a long time, before Commander was a hit, being a casual player meant belonging to a broad group of people who didn't necessarily play a defined format. While the competitive player might say that he played T1, T2 or Extended, for example, the casual player might not be sure what to answer if someone asked him which format he played. Some even tried to keep up with the T2 (Standard) in their own way, but most simply used the cards they had regardless of the set and often didn't even know about the existence of formats. Many played multiplayer and optimized their decks for that, others didn't like it and therefore didn't have suitable decks for that. It was a real Tower of Babel. Playing casually meant speaking your own language in terms of community, and this ended up further isolating that type of player into small groups. Still, while they didn't agree on the best way to play the game, casual players in general always shared certain values about the game.
The Unpretentious GameMagic's complexity makes it possible for minimal variation between different courses of action (such as attacking or not attacking with a creature) to define victory or defeat in a game. Like any sophisticated activity, the ability to do well in these situations require good reasoning, coolness, and a thorough understanding of the game and its rules. Such situations usually require a lot of concentration on the part of the players, making the game consequently more tense, especially if there is something important at stake, such as the awarding of a championship. Most casual gamers aren't comfortable with the tension inherent in competitive play and prefer not to get too caught up in the need to always make the best play possible. Obviously, this is not a rule. A casual player is just as capable of solving problems and devising incredible plays as a competitive one; but in general, he will at least be more open to making the play that makes the game more fun, even if it is not the "best". Note that the concept of
funcan be player-to-player relative. What is considered a good play in one group of casual players may not be in another (land destruction is an example). This subjectivity is not seen in competitive environments, for example, where the play that would bring a player closer to victory will always be desired. Still, sitting with friends, eating snacks and playing a Magic in a relaxed way amidst laughter is something valued by any player, even the most competitive. But for the casual gamer, this is the only fun way to play.
Multiplayer is a Social GameIt's not unanimous either, but the multiplayer tradition - the famous “meson” has always been very common among casual game groups. Tables with 3 or more players are a practical solution to simultaneously insert everyone interested in playing, without having to make pairings for duels. Furthermore, in the case of Magic, multiplayer games inherently adds the element of interaction between players that will have a direct impact on the game mechanics, possibly making it more “political”. In one meson, for example, two players might slug it out in a two-way feud (“I'll attack you with my strongest creature just because you've countered my spell!”) while a third player just watches, getting stronger as their opponents battle between themselves. Likewise, players can form alliances with each other to defeat an opponent who has become too strong, and the like. This considerably transforms the dynamics and logic of the game, making it entirely different from traditional Magic played in a two-player matchup. Of course, the nature of the meson also makes it quite difficult to use this model in competitions, as a single malicious player — or two or more colluding players — can completely unbalance a match, which would not be desirable behavior in most competitive environments. This further reinforces the stereotype of multiplayer as a casual game mode, even though it doesn't necessarily dominate the niche.
Creativity FreedomOne of Magic: the Gathering's great design merits is its replayability; that is, its ability to remain interesting even after being played several times. One of the things that allows this is the huge variety of existing cards and the possibility to combine them to create a countless number of different strategies. This modular quality of the game allows players to imprint their own personality on it, by building a deck, for example. This practice of treating deckbuilding almost as a form of expression ends up being supplanted in competitive environments, since in them the options are limited only to the most efficient cards and strategies. Although creativity is still widely used by competitive players, in a context where winning is the most important objective, the ability to play with decks tends to bring more results than the ability to create them. Those who refuse to give up this creative freedom in building their own decks end up becoming casual players. They understand that they are giving up the best strategies created by others for the personal satisfaction of playing what they find most original, interesting, or fun.
The Power of FlavorAnother great attraction of Magic: the Gathering is the fantastic theme covered by the cards. The term
flavorexist to cover all the cosmetic part of the game that is not directly related to mechanics or strategy. Flavor is used masterfully by game developers as a tool to make Magic a much more attractive product. Through the beautiful characters, creatures and art depicted on the cards - as well as all the fiction created around them - the game has an effect on the imagination of its players. This reinforces the collecting factor and keeps them emotionally attached to their cards. Certainly, flavor is so powerful that it is capable of influencing deck creation or strategy. Casual players are often more susceptible to this influence than competitive players, who typically choose their cards and strategies based on their effectiveness.
The Secret to Success
flavorand helps the commander occupy a special place among the other cards, in my opinion, it serves more as an ornament that adds to the other qualities highlighted by the previous rules. Still, the
commander damage rulehas a relevant impact on gameplay, as it offers an alternate victory condition in specific cases where one or more players reach superb amounts of life totals, something quite recurrent in the format. It also supports aggressive decks (based on dealing damage with creatures) which, in general, have a very high difficulty in Commander compared to other formats, due to the much higher amount of life points, and there are usually three other players to deal damage to.