Commander is one of the most popular formats for a reason - or several. It's accessible, it's fun, it's not
too competitive, for the most part, and it's a place to explore ideas that you really can't in other formats, either due to card availability or banlists, etc. The number of ways even just to build the
same commander deck is incredible. But, for me, it kinda grows stale. Not always is it fun (especially on a, shall we say,
minimal MtG budget, or with a small playgroup) to play the same decks over and over again with the same people, or even just to play new decks without always knowing the ins and outs of them.
Enter Chaos.
Conspiracies are a fun little addition to the game featured for drafting purposes - they function kinda like mini Vanguards, a lot of them. And - speaking of Vanguards - a Vanguard provides a huge shift in the balance, playstyle, and uniqueness of almost every interaction in a game, adjusting life totals, hand size, and adding buffs or debuffs to you or your things. Even so, adding these things often doesn't add enough variance, or not enough flair to a game - for Conspiracies, their effects are often subtle, though powerful, and unless a Vanguard has a persistent effect, they can sometimes feel more or less kinda lame, in a way. Planechase and the Planar deck come in to shake things up. These unique cards sometimes will level the playing field, or tip it significantly in the favor of some players. This adds an element of zazz, of unpredictability. And if the effect is too good or too bad, players will cooperate or fight to get off the plane and see what lies beyond in the Blind Eternities.
Now that each player has a very unique deck, the game's afoot! Chaos will reign, and those who can conquer the Eternities, lead with legends, and play the game of thrones shall rise to the top, victorious.
What if this isn't enough, though? How can we make this fresh? Where do you go when politics, planes, and pandemonium just don't cut it?
Enter the Archenemy.
Each player has the power of gods at their fingertips, but one can challenge them all. If there is one lesson to be learned from Theros and Amonkhet, it is that even the gods should fear the meddling of Planeswalkers. Test your collective mettle against the most powerful being in the Multiverse, and see who has the right to say, "Here, I rule!"