Why I Hate Commander Leagues and How to Fix Them

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MagicalHacker

21 February 2017

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Greetings, fellow planeswalkers! My name is MagicalHacker, and I am an avid Commander player with background in the cheesiest of janky decks and the cruelest of cutthroat decks who loves to think outside the box and make a pun or two along the way. Today, we are going to be tackling a touchy topic: are Commander leagues accurately representing the most common positive experiences of the format?

To answer this question, we first need to understand what Commander leagues are and why they exist in the first place. As much as I tried to find a nice and neat definition online, I only found posts that talked about leagues by individuals who assumed you already kno what they are. (What is it about commander leagues that people feel no need to define them? A question for another article I suppose...)

Commander leagues are in essence tournaments that last over a long period of time, where each match or two matches are played once a week at a set time. They are usually played in multiplayer pods, and they usually have a fee to enter to award prizes to the top player(s). So, why in the world do these even exist?

According to a poll asked by Mark Rosewater on Blogatog, Commander is the most popular constructed format and the second most popular format. This is absolutely great news for most of us, but it spells disaster for a very important group of people.

Because Commander is not a format with an extensive competitive scene like Standard, Modern, Sealed, or Draft, a local game store (LGS for short) will have a tough time continuing to operate their store if they cannot generate revenue by catering to their Commander-playing customers.

Consequently, Commander leagues were created in order to provide services for these players. Commander leagues benefit the LGS's by giving them the means to stay open even if all their customers are Commander players, and Commander leagues benefit the Commander players by providing a way to play the best constructed format around while supporting their LGS.

However, I have played in Commander leagues, and I have a MAJOR complaint. Usually, the league rewards certain decks that are NOT naturally seen in the majority of purely social playgroups. These decks either prioritize winning, group hugging, or stalling/taking infinite turns.

Is this really what the format is all about? Were these Commander leagues created to provide an environment for competitive players? Is Commander a format centered around unlocking strange achievements?

If we take a look at the official philosophy behind the creation of the format and why it became so popular, we read, "[T]he vision held by its founders and Rules Committee [...] is to create variable, interactive, and epic multiplayer games where memories are made, to foster the social nature of the format, and to underscore that competition is not the format’s primary goal."

The format is not inherently casual or competitive, but rather a SOCIAL format, and I have seen, experienced, AND heard from more players than ever before that leagues do little to nothing to construct lasting playgroups of friends.

This is SAD. For those of us that play outside of leagues that hear of story after story of players leaving the format we know as the best constructed format in all of magic after playing in an environment constructed to foster and create opportunities to play it, this is tragic news.

Are leagues doomed to this fate? Can a league EVER be designed with the goal of creating a fun experience? think it is definitely possible, and here is what I think this kind of league would look like:

  • At any point of the league, players can play any Commander deck. Any budget. Any theme. Having certain deckbuilding restrictions or a restriction on how many decks can be played throughout the league is difficult to keep track of and unnecessary.

  • This might seem trivial, but every league game must be a 4-player game. If sometimes you are playing in a 3-player game and sometimes you are playing in a 5-player game, then the ratio of the likelihood of winning is different based only on the randomness of how many people are assigned to your pod. Some leagues compensate for this by assigning a different amount of points to the winner based on how big the pod is, but then that means that some people do not have an opportunity to acquire as many points simply because of the fact that they are in a smaller pod. So my proposal is to have 3 volunteers available at each session (employees for example) that can jump in a pod and play.

  • At the end of each game, each player gets a point if they pick another player to also receive a point, AND whoever wins gets two points. This might seem (pun alert) pointless, but this shifts the focus of the league from winning or achievements to balancing both winning and fostering a fun game. Based on the top 6 paths to acquiring points per game (shown in the spoiler following this bullet point), the way to succeed the most in this league is to communicate and to play a deck that is neither too oppressive nor too flimsy against the rest of the group.

In order, these are the top 6 ways to get points: Show

  • Lastly, even though these points are given from players to players, they cannot be given based on trades, deals, preassigned promises, random chance, or anything outside the game experience. Similar to how competitive events forbid this, the league must also forbid this and make it harder to allow these to happen.

  • So what are your thoughts? Let me know in the comments below, and let's make Commander a great format for everyone everywhere!

    RazortoothMtg says... #1

    The first point, about giving points to your favorite player, is exactly how GP Commander Pods work, and it actually does amazingly. Everyone plays their pet deck and tries to have fun, and when I went to GP Denver most recently, I consistently got more points than the winner of the pod because people enjoyed what I was doing more.

    My commander league's point system does incorporate the "winning isn't important" structure, instead having a shuffled up pile of achievements that encourage players to do fun things, like "have 3 morphs out" or "deal damage to a player with a permanent they own", things that you don't see in cEDH, and it is very successful. In fact, we award no points for winning, unless you win with less than half the number of points of another player in your pod.

    Although I see your point on the only 4-player pods idea, I wouldn't incorporate this because if only 7 people show up, 3 of them won't be able to play.

    On the last point, tbh, I thought that was already a rule. If the commander league is held at your lgs and they give prizes, it is technically sanctioned and therefore you can't bribe people or pay or whatever for any reason.

    February 21, 2017 7:13 p.m.

    Phaetion says... #2

    Preach it!

    I wholeheartedly agree with the flaws of a league. I've played in both social games and league games, and they are worlds different. I had more fun in the social ones, and lot of people may share the same sentiment.

    Personally, I would do away with leagues entirely, and just focus on what the format was supposed to be about. Alas, social playgroups are a delicacy these days (they're extinct in my area), and I find that depressing.

    February 21, 2017 11:22 p.m.

    enpc says... #3

    Honestly, some convoluted system seems like a bit of a headache and kind of defeats the point (no pun intended) of having a league.

    The long and short of it is that if you're holding a league where the player who wins the most games wins overall, then that's all it should be. If you want casual play, or to do some "whacky" stuff, then DON'T PLAY IN THE LEAGUE. it's that freaking simple.

    Legue implies competitive. If little billy is going ot rock up to some league where he's paid an entry fee only to play his pre-con and get rolled by Carl's $3000 combo deck, then there has been a breakdown in communication well before a single game has started. Billy needs to know that them's the breaks. That's up ot both Billy and the League Coordinator. But it's not Carl's fault for winning.

    if you want to introduce a best deck/best sport, go nuts. But these slots should not impact the overall winner of the tournament.

    Magic is a game that caters to all types of players and motivations. It's a bit of a crappy attitude to say that everybody needs to see the game from your point of view. If you want to play casual, then play casual. But don't remove the opportunity for poeple who want to play competitively to do so.

    February 22, 2017 1:14 a.m.

    MagicalHacker says... #4

    RazortoothMtg, I'm glad to hear that there are similar systems set up for leagues!

    To clarify on my point about only allowing 4-player pods, if 7 people show up one day, then there would be two 4-player pods, with one of the store's volunteers/employees playing as the fourth player in a pod.

    Lastly, yes it sort of is a rule, but it becomes much easier to cheat in that way when players get to choose who gets points.

    Phaetion, I would hope that any league would at least attempt to mimic what commander is really like for most people, because if it fails to do that, isn't it a different format at that point?

    enpc, I can see where you're coming from, but commander is not inherently a competitive format, like modern, standard, limited, and legacy. (You could even say that Tiny Leaders, French Commander, and Leviathan fall more under the competitive category.) However, Commander is a social format, and for most people that means that you might be playing a precon or a wacky deck.

    My point is this: in the real world, bringing a $3000 deck to a playgroup of casual players means you will win the game, but you won't get invited again. Leagues should at least try to show that commander is more than about winning. It's about everyone having a fun experience. Granted, some players can't have fun if they lose, but that's their own problem that they need to work on, not a fault of the format.

    Ultimately, if a league rewards decks that would rarely get to see play in the format, then it seems to me that leagues are the construct based around someone's crappy attitude. At the same time, my system does not prevent someone from playing that $3000 deck, since each pod can discuss how cutthroat the game can be before it begins. If everyone brought a cEDH deck, than everyone is on the same page. To say that that winning being the most important aspect of the game for leagues is the right way to run a league because leagues should reward someone who wins is circular reasoning.

    February 22, 2017 6:36 a.m.

    enpc says... #5

    The whole point of having a league is to foster a competitive environment. The whole point of play groups is to moderate the level of play. One should not be run like the other, as they inherently have different goals.

    And I would like to take a moment to address something which I see come up all too often. Do all casual players see competitive players as some kind of cave dwelling scourge who are just waiting for other players to make miss plays so they can correct them and rub it in? Seriously. Because one thing I've learned from dealing with a lot of people, and that is that we're all different. But here's the kicker: assholes will be assholes regardless of setting. And nice people will generally be nice people, regardless of setting. Which feeds into my next point:

    Some of THE MOST FUN games of magic I had were competitive games. Again, do you think that in a competitive game, every person is just constantly a dick to each other? Typically, a lot of players will know each other and joke and laugh around. It's just that this is done while you play with an expensive deck and you just have to pay a bit more attention on what people are doing. It's not like all of a sudden there's a fun vacuum because it's a competitive game. And thinking that fun and playing to win are mutually exclusive will just continue to perpetuate narrow mindedness.

    And at least with a tournament, there's a general understanding that everybody is playing for a common theme. If little Billy was just wanting a casual game, then maybe rocking up to a tournament was a bad idea and some foresight should have been used. It's not fair to punish everyone and set the level of play at the lowest player.

    Maybe, Billy should go to the casual magic games that are held on a different night, so he can learn to play better and evolve his deck into something more efficient and get some help from more experienced players (who in my experience are generally more than happy to help) to help him improve his overall skill in the game.

    And hell, I've seen it done (as well as done it myself) where more experienced players will often times help out less experienced players AT tournaments (usually between matches). But again, it's not fair to ask everybody else to throw a game because little Billy has only played two other games of magic before.

    Tournaments are for people who want to play but also to flex their decks. And this is how it should be left. If you want to organise "beginner tournaments" (which I have competed in with much more casual decks before) then go for it. But don't try and take away basically the one thing that competitive players have under the guise of "making it more fun". Because it's not. It's narrow sighted and it's YOUR version of fun. As long as people are aware that there will be competitive decks at the tournament, then it's up o therm whether or not they want to compete. After all, nobody is making them.

    February 22, 2017 8:56 a.m.

    Good read, although it would've been more clear if the title said "why I hate EDH leagues"

    February 24, 2017 10:10 a.m.

    livanbard says... #7

    What if your local league players are friends before the league? I mean your complain depends on the size of the store and its location.

    April 5, 2017 10:10 a.m.

    MagicalHacker says... #8

    From my experience, in the situations when I was friends with the players before the league, the commander league with the typical rules had a very large influence in dissolving those friendships. Not that I'm blaming it on the league, but the league made it very difficult to continue to foster those relationships...

    That said, could someone clarify to me the process of finalization of articles? This one is ready to go.

    April 5, 2017 11:32 a.m.

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