![]() ![]() I mostly play casual these days and power level matching is the single worst thing in the format. This is a sharp departure from casual commander. There's no rule 0 discussion, everything that's legal is fair, far less salt (largely due to an absolute power level match), and everyone has the same goal in mind. I'd describe it as EDH in its purest form. It strips away a lot of the problems of casual commander. Not everything has to be a Spike format first and foremost. It's OK to have different formats that target different types of players. So there's just a lot of confusion with "Wait, why isn't this format targeted at my personality type?!?!?! It should be!". Pleasant kenobi how to#I think that a lot of this confusion happens because every other organized format is organized around Spikes, so they never really had to learn how to cope with something that's targeted at other audiences like a Timmy would have. That doesn't mean that they can't play and enjoy the format, just that they aren't the primary focus. But sometimes I really notice just how hard it is for Spikier players to grasp that a format might not be primarily targeted at them. I don't have anything against Spikes - I have some Spikey tendencies myself. So EDH is growing BECAUSE it caters to casual play, not despite it. It's what you'd kind of expect given that it gives a home to many of those casuals. The fact that the only true casual format has exploded in popularity isn't some weird thing. The vast majority of EDH players have always been casuals. I think that having players come in from a competitive background and telling all the EDH players how they're doing it wrong isn't really helpful. IE, In ], I can run X spells to do the same thing as a more efficient card, but also make me Hydras! If you lost to an infinite, you need to run instant speed removal (which is good in general!) If a land or card is not performing every game, is there something more consistent you could run in its spot? Like, maybe that one game it really shined, but if in the next five games it sits in my hand, dead, was it worth a slot? This can sometimes homogenize decks, but it doesnt have to. I mean, the other side of the coin is to fail repeatedly, like PK mentioned, and refuse to make changes about it. To help others understand what works, what doesnt, etc. You gotta be the bad guy, you gotta make the play, you gotta take risks and have fun! Half the fun of EDH for me is brewing decks, and I learn from my games, which helps me brew better, more interesting decks. ![]() Threat assessment and interaction is hard for casual players, but are necessary skills to learn. I play decks and games at all power levels, and it's tough to accommodate everyone. IE, "infinites are not allowed, but i will take an arbitrary amount of extra turns and drag the game out". I am a fuddy duddy, but for me, the most toxic experiences I've had in EDH were with cheaters, pubstompers (who lied about what they brought), and ESPECIALLY with players who ban explicit strategies. ![]() Those descriptors make me think those players may enjoy a board game more where those rules are explicitly built into the game, where "here are the phases of the game, we draw, we build our army, then we swing" And the "I dont want to improve my gameplay". I really like the descriptor of "It's like an RTS (non-ladder), I want to build up my base (goldfishing), then swing everything". ![]()
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