Pattern Recognition #232 - A Problem with White

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berryjon

24 March 2022

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Hello everyone! This is Pattern Recognition, TappedOut.Net's longest running article series as written by myself, berryjon. I am something of an Old Fogey who has been around the block quite a few times where Magic is concerned, as as such, I use this series to talk about the various aspects of this game, be it deck design, card construction, mechanics chat, in-universe characters and history. Or whatever happens to cross my mind this week. Please, feel free to dissent in the comments below the article, add suggestions or just plain correct me! I am a Smart Ass, so I can take it.

This week, my subject is a year late and a dollar short because for some reason, I can't stay current with today's Magic events. Or I choose not to in order to be a unique voice in the crowd. You never know with me, I like to mix things up on occasion.

But regardless of my mutterings, today, I want to add my very late $0.02 CDN to the pile of the problem has with Commander. I know, I know a few of you just left the page, but that's on them, not on me. This time.

No, you see, I heard what other people said last year, and as a hardcore player myself, I mulled their considerations over in the back of my mind for a while. Sadly, it wasn't until the release of Innistrad: Midnight Hunt and the printing of Sunset Revelry that I realized that what I had thought was a long-ago problem was one that was still alive and well today. So, allow me to present my point first, and then explain how and why I got there.

plays as though it is losing.

OK, so I'm sure that requires some degree of explanation. One of the basic trusims in life, as well as Magic is that you act like how you want things to be. Be confident, be respectful, be polite. That sort of thing. But when you go about life expecting to be the loser, then you start to think that's the reality of your situation. And sadly for , they've been playing from a position of weakness for so long that it's the assumed default for their cards.

I knew this was the case long ago, but I had thought that Wizards had stopped doing that sort of thing. Too bad I was wrong. If anything, it's become more prevalent as time goes on.

Let's start with Sunset Revelry, and you'll see what I mean.

This card, for the low, low cost of , does three things. First, if an opponent has more life than you, gain 4 life. This is reasonable, as lifegain is primary in 's purview, as much as and want to take it for themselves. From there, this card can also make 2 1/1 Humans if your opponent has more creatures than you. Which isn't the first time has actually done this. They have Keeper of the Accord and Linvala, the Preserver for example. Lastly, if an opponent has more cards in hand than you, draw a card! And can always use more Card Draw.

So what's the problem here?

Well, look at the common theme among all the possible effects here and tell me what they are. Go on, I'll wait.

And there is the light in your eyes.

This card is designed to be played for maximum effect when you're losing. It's a catch up card. At Uncommon.

I used to think this was limited to 's Bomb Rares. In fact, let me take a moment to examine one such rare. A rare so powerful, it's on the Banned list of Legacy and Commander, but Restricted in Vintage. Let's talk Balance.

This wonderful card is one of the ways in which balances (heh) the game, for in by making everything equal again, they can keep other people back. Of note, when reading the card again and its rulings, the sacrifice of Lands proceeds from the casting player in turn order, then once those are announced, it proceeds with card discarding and then creature sacrifice.

Interestingly, this is one of the things that Wizards comes back to every so often to mix things up with their board wipes. Cataclysm, Balancing Act, Restore Balance, Global Ruin, Slaughter the Strong, Single Combat, By Invitation Only, Tragic Arrogance, Cataclysmic Gearhulk... that sort of thing.

Part of what is supposed to be able to do, in the view of Wizards, is level the playing field. They can, in their own way, retroactively tax an opponent to has gotten too far ahead and force them to roll back to something that would be considered a little more 'safe'. Where the player is at.

Balance is a card that is strongest when the playing player is behind in some way. They have fewer creatures. Fewer lands, less cards in hand, the works. And this is true for all these other board wipes. They all seek to reduce the opponent to their current state, and not really advance theirs.

But this isn't just the only issue I'm seeing. What did you guys think of Secret Rendezvous? From Strixhaven? This card that allowed a player to draw three cards as long as target opponent did the same?

Now, don't get me wrong, drawing cards in is always a good thing, and hard to come by. But here we see again one of the fundamental problems that Wizards is having with making better for their most popular format. We literally see that once again, can't have anything unless someone else is benefiting from it.

Tellingly, Mark Rosewater himself has expressed displeasure with cards like Mentor of the Meek and Dawn of Hope, cards that allow to draw cards without being dependent on the actions or contribution of another player. This is justified, in one way, by the argument that in larger formats will have an answer to anything, but the limiting factor is being able to draw it.

Let me know when can remove Planeswalkers. Yes, I know about Fateful Absence, Fated Retribution and Slash the Ranks. The first gives a reward to the player for losing their creature or Planeswalker, much in the vein of Swords to Plowshares. One is a global board wipe that affects you as much as it does the opponents, and the last leaves Commanders alone, another case of "Everyone reduced to the same level".

Here's my argument; has a problem where it assumes that it is behind in the game. That they can only gain never to have an advantage, but rather only act to either reduce someone else or try to catch up with but never exceed them.

This is a Problem.

Now, this is not to say that isn't capable of generating advantage. But it's more incidental than deliberate. If anything, I would look at Anointed Procession as a case where can get some form of advantage, as doubling tokens is something that can do from Doubling Season on up, but giving it to is not just catching up to its allied colour, but giving them something that can synergize with Sigil of the Empty Throne, Divine Visitation, Court of Grace, or Luminarch Ascension. These are just synergies that can use to try and gain advantage over time.

But one example does not a pattern make.

How can we then solve this problem? This specific problem, mind you. I'm not asking for some magic panacea that will make the dominant colour in the game, but rather something that this colour can do in a way that won't break the game over its knee and give it an advantage.

And with Kamigawa, Neon Dynasty, we got it.

Light-Paws, Emperor's Voice.

This card violates one of the axioms I have about the game - that Free Spells are Bad, but does it in such a narrow field that already cares about and limits the effects to mitigate most of the worst excesses of Free Spells. Light-Paws is, in the hands of even a semi-competent deck builder, pure card advantage.

Card Advantage is one of those hard-to-define things in the game, where the general gist of it is that the player who spends fewer resources, who uses fewer cards and less mana to accomplish their goals will have an advantage over time. So being able to pull Auras out of your library, effectively for free (admittedly with the "drawback" of needing to be attached to Light-Paws), is card advantage.

I mean, I can only imagine the sheer power of a Creature that could do the same thing with Instants, or even just Sorceries. But here, with this? It's actually powerful, but not game breaking. Which is in that golden zone of good card design that is very hard to find.

But that's just one example, and as I said above, a single example does not a pattern make. And for a series named Pattern Recognition, I need to pull double duty to stay on theme! But what I am seeing is a long pattern of While starting in second place and staying there, never having the tools to not only take the lead, but exploit it.

My problem with is that it doesn't really have bombs meant to end the game. Prolong them, yes, but closing the game out in a way that is interactive is beyond them for the most part. Yes, there are win conditions, but they tend to either be self-contained, like Approach of the Second Sun, or passives, like Test of Endurance.

is there in the game, but it's hard to say what it does. I've seen it described in the context of the Modern format as "The Fun Police", but in Standard, or other formats, there is no real... identity involved.

The only thing I know for sure is that starts in second place, and is content to stay there.

That's if for this week. Join me next week when I talk about Week's 6 and Seven of Slow Grow. I'm going into the end here, can I stay in the top 4? The Magic Eight Ball shows that it's possible!

Until then please consider donating to my Pattern Recognition Patreon. Yeah, I have a job, but more income is always better. I still have plans to do a audio Pattern Recognition at some point, or perhaps a Twitch stream. And you can bribe your way to the front of the line to have your questions, comments and observations answered!

This article is a follow-up to Pattern Recognition #231 - Slow Grow, Weeks 4 and 5 The next article in this series is Pattern Recognition #233 - Slow Grow, Week 6 and 7

another505 says... #1

White cards giving losing player catch up will make everyone internalize and identify White as losing.

Playing catch up is playing passively, hoping opponent do something that benefits you, is always weaker than playing actively, making your own decision and board state that benefits you directly. This is inherent in every strategy game or just in real life.

The unfortunate thing is not what WOTC done with White but with other colors, they made a lot of powerful color breaks that stepped on White's identity before WOTC tried to shut it down. (beast within, ravenform....)

Meanwhile, White never had a chance to color break before WOTC are more strict with their color design philosophy. So now we are stuck with some powerful color breaking nonwhite cards that are constantly reprinted/cheap. While white is stuck in its own small pie that has been overstepped by other color and also reduced by WOTC believing swords to plowshare/path to exile to be a break now and gave us the joke Divine Gambit.

March 24, 2022 8:25 p.m.

Brefin says... #2

This is relatively a fair assessment on things. I admit Sunset Revelry seems actively egregious in part because white often gets a 2MV spell to make two 1/1s. So like if that was the always on part of the spell, and then you got the other two boons for being behind, then it would be more in-line or improved over the norm. That said, I've been enjoying when they do lean into things. I love Sevinne's Reclamation for instance. I'm super hoping that the Commander Legends set, despite being Balduer's Gate themed, has a Mystic Archive component for other various Commander cards so it includes Sevinne's Reclamation and other such cards in some fashion anyhow.

March 26, 2022 8:32 a.m.

gavriel1136 says... #3

White is my favorite color in magic and I think this assessment was unfair.

First off, yes, white has catch-up mechanics, but not necessarily because it's LOSING. Red has Robber of the Rich, which wants you to have fewer cards in hand than your opponent. That's not because you're losing, but because it wants you to play fast cheap things and then refill. Sunset Revelry plays in similar space.

Second, White has like a thousand ways to destroy or exile nonland permanents, which absolutely includes planeswalkers. It has plenty of targeted things too, such as Angelic Ascension. I genuinely don't understand what you're talking about with White not interacting with them.

Third, White has admittedly fewer classic finishers than Green does (like Craterhoof Behemoth), but White still has its fair share. Akroma's Will, Bond of Discipline, and True Conviction (maybe others I'm forgetting) all fulfill the role of "I have a big board and want to get more damage through". If the only finisher you've been using is Approach of the Second Sun, I don't know what to tell you.

I love White and I enjoy reading your articles. At the same time, I think this one was not thorough enough to make the claims you're making.

March 27, 2022 11:35 a.m.

golgarigirl says... #4

I think one thing, additionally, white tends to be weak at that the other colors tend to do well (and this feeds into the feeling that white 'doesn't have finishers') is white tends to be less explosive. Sure it can feed a million mana into a x-based token-making spell and slam an anthem or three, but that just doesn't have the same impact on a game as a gigantic burn spell, or a huge mill/draw spell out of blue, or the litany of sacrifice outlet + Zulaport Cutthroat effects black has. It represent's an pressing threat, but not an immediate one without the assistance of another color.

March 27, 2022 1:46 p.m.

Niko9 says... #5

Honestly, I always used to believe the idiom that white was underpowered until I started playing my mono-white deck and fell in love with it. Many cards in white are underpowered in EDH, but the color is not, at all. Sure you may not see mono-white decks at cEDH levels, but you don't see a lot of mono color decks in general. And as far as a strong casual deck, you can find many strategies that don't just work, but succeed very well in mono white.

I do agree that white's catch up strategies fall a little flat in multiplayer, and cards printed for a weenie standard will always not do enough in EDH, where other colors translate easier one to one. Something like greenie cards also being elfball cards makes them easier to slot in, but that doesn't mean that white is underpowered, it just means you have to play white different.

White can expertly slow the game down, interact as good as anyone except blue, shape the board better than anyone, create massive threats, or protect value in a million different ways. If you play it like a normal EDH deck, your ramp will be terrible, your card draw will disappoint, and yeah, you will feel like white is the worst color in magic. But if you play like Savannah Lions a slow and interactive game where you are always moving towards one big pounce of a turn, if you play that, you play effective white EDH.

March 28, 2022 8:21 a.m.

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