Like it's the most annoying format every where 2 year olds always complain about your deck and don't actually want you to win but just shuffle cards around for no reason and if you ever win they all just complain that you are playing a good deck (which is the entire point of the game), because all the annoying salty people don't let others play what they want there is no interaction and the boards just fill up with 90 creatures and stupid 5 card combos that shouldn't be playable and it's a huge mess where no one even understands what's going on, like how is this the most popular mtg format
Everyone I've played with plays stupid decks that need a million mana to function and when I destroy their gredy manabase with no basics they cry like a 3 year old instead of just playing counter spells or somerthing
Seems like it would be more productive to play with people who like the kinds of games you do, instead of crying about it like a three year old.
Really, I just agree with the person you replied to. If the people in the pod are looking for vastly different experiences, who's benefiting?
I'm not the first to say this, but it is definitely unfortunate that Commander has become a lot of people's introduction to Magic - it is strategically incredibly complicated, takes a long time to understand if you don't know all the staple cards, the meta and unspoken rules are completely socially dependent, and there's lots of politics - these are all really difficult for players who are new to Magic or a game store or a social group.
That being said, I think Commander is the most fun format for established players who have a consistent playgroup that creates an ongoing culture. The options are limitless, really, so everyone can express themselves through deck construction. The other way I've really loved Commander is in explicitly competitive formats, like budget leagues or tournaments with set-in-stone rules. If the rules are known up front then everyone knows that LD, Stax, or combos are on the table and salt is just clearly bad sportsmanship. You can't really avoid poor sports in any game, unfortunately.
The most fun format is legacy not commander? Strategically complicated, the only strategy there is is how good your deck can be before the opponent starts crying, people literally don't even want you playing a good deck or trying to win there's no strategy just shuffling cards around
First, I'd like to say you sound like a very uncomfortable person and I'd probably not want to play any games with you, regardless of the format.
Still your point stands and I'm growing increasingly frustrated with commander just like you. I think commander is bad for the game for multiple reasons:
It creates bad incentives for WotC. When everyone is playing commander, which is essentially legacy but without any tournament backing to enforce cards are genuine, wizards has to make sure to create incentives to buy new products instead of sticking to yesteryears cards. This leads to the constant powercreep which has ruined yugioh gameplay among others. Modern players complain about this, where every modern horizons set warped the format. You can read jokes that the former top tier splinter twin deck would be a good tier 3 contender should they unban it now in times of ragavan and bowmasters. I imagine this will get much, much worse for commander as long as it stays the premier format. Standard circumvented this problem.
Commander is horrible for new players. Since every deck play around 80-90 different cards, picked from a random janky pool of 30 years of game design, new players have to wrap their minds around 300+ cards just to play the game. To play the game good is another thing entirely. Every time we have new players in the store, the owner recommends they buy a precon and get going on commander friday. When these players sit down they have no idea what is happening, they don't understand who is ahead. Suddenly they are dead after the urza player sucessfully convinced them the other precon is the problem five minutes ago.
Four player free for all is boring. After the first few turns the turn length goes wayy up and suddenly you look at a ten to fifteen minute break between each of your turns. This gets worse as the boards get filled with value engine permanents, where any game action will put approximately fifteen triggers on the stack. Naturally, the two blue players want to consider their option for each of those triggers and stare at their hands and the board for minutes at a time. I have on multiple occasions started a second 1v1 game with either bored players on other tables or the guy next to me in the same game. Unfortunately most chess clock aren't designed for more than two players.
I think is true but that it's WOTC's fault. EDH was the purest when it was a fanmade format that celebrated a way of playing that wasn't baked into off-the-shelf products. It was a way to see an existing card pool differently. But now EDH is no longer just a different way to play Magic but due to the printing of Command-exclusive cards has diverged and essentially become its own game. There are cards that are legal in EDH that were never legal in Regular Magic first. It's a soulless commoditization of essentially house rules.
Hard agree on 2). I don't think I have ever met anyone who has both the social and gaming acumen to have fun with their first game being EDH. IF you're social enough that you're fine being there until the game is over then you probably aren't also a gaming savant who can pick it up for the first time and also have a chance. I think all EDH players ought to maintain healthy expectations by playing 60 card formats alongside 100 card ones but for new players it's a requirement.
For 3) it's undeniable that the board can become a complete mess that takes a minute to resolve whenever anything happens...However I think the solution is to be more engaged with what's going on rather than checking out of the game. When someone else is muddling through their triggers on a storm turn I think it's legitimately more fun to help them track triggers, mana, etc and to try to anticipate exactly what cards or kinds of cards are coming up. I enjoy seeing others puzzle things out so maybe that's what makes watching people play enjoyable for me.
Re: chess clocks. My table has a player who is known for their long turns lost in thought over the best way to drop two mana rocks and pass the turn. I ended up finding and Android app called "Board Game Clock" by SECUSO on F-Droid that supports chess clocks for any arbitrary number of players. I never got to use it because the threat of using it was enough to speed things up a bit.
https://www.youtube.com/watch?v=0la5DBtOVNI
So, anyway. Different people will obviously like different things about EDH. Personally, when I build a deck, I like to do it to play what I find fun or cool, not to build a deck that has the highest win percentage. When you think like that, deckbuilding becomes more like game design, instead of being part of what wins you the game. It's like I'm trying to design a faction of a boardgame - sure, I could design my faction in such a way where it would win every game, but where's the fun in that? Then, when the actual game starts, I do play my deck/faction to win, because where would be the fun in playing if you're not trying to win?
I think you're stuck in thinking about deckbuilding as part of trying to win the game, instead of seeing it as designing an enjoyable game, while trying to win the game only starts at turn 1.
I agree with your take. I played standard for years but I got discouraged over time because the format really limits what you can create and the cost of keeping up became exhausting. Everyone's deck ends up looking and playing the same once you start playing competitively which is boring. This is also true for cEDH, but outside of competitive play the sky is the limit. You like a weird bunch of cards that no one would ever touch then go nuts and build your dream team. Want to limit your games to pauper or jank, go for it. Can't afford to run 4 copies of a ridiculously priced card, don't worry you only need on copy. I find commander easier to keep up and more enjoyable overall.
Yes, I used to have the same problem. It used to feel like it was full of invisible and unwritten rules that all contradicted each other. Getting bullied if cards are too strong or too weak.
Casual EDH, that is: as you point out, competitive EDH doesn't have the same problem.
What I finally realized was that I shouldn't approach it as a game.
I should approach EDH deckbuilding like a crossword maker approaches making a crossword:
To try to create something that is a challenge but beatable.
It's easy to create an unsolvable crossword. Just a bunch of white noise in a grid. But that's just no fun to anyone. A good crossbow maker wants the crossword solver to have fun and to enjoy the puzzle, to tease them a bit but keep it realistic and grounded.
Now, a game of EDH isn't a puzzle, but it's an experience.
I started out making my first EDH deck super weak (it's built around Tolarian Serpent) and have gradually been adding powerful cards or interactive cards or cards where I just like the art or the experience or the memory of when I first opened the card. I have a foil Rethink even though there are a lot better stack interaction cards, but it was just the first foil I ever opened so playing it makes me happy. The deck is still weaker than many of precons are out of the box so I still have a ways to go with it but that can be a gradual process of tweaking and modding.
It can sometimes be super boring. But sometimes it can be really charming and fun. For people who get into the lore, the experience, the flavor, or expressing yourself through weird combos. 🤷🏻♀️
For a Magic that's more akin to D&D than to chess or poker.
It's not good of people who wanna 💯 win. Which, granted, often is me, but that's when I reach for other formats 🤷🏻♀️
60 card formats are my jam, but I thank the commander players for making the game I like cheaper. Keep selling that boring land you got from a booster pack to the front counter at the store for half it's value. I thank you for your service.