How many fundamental rules of the game does a person have to break on their path to victory to make you angry at their win?
One of the people in my playgroup just built [[Kaalia]], which got me thinking about why it's been irking me. Examining it's ability and the abilities of other problem commanders in our playgroups past, here's a few ideas on important tenets of Magic that frustrate players when they run into them. In my mind, EDH (and Magic in general) is supposed to break these rules, giving us the feeling like we're getting away with something awesome, but the question is how many?
- The mana system - you only can play one land every turn.
- The card system - you only get one card every turn.
- Summoning Sickness - creatures can't attack the turn you play them.
- Things can be targeted - whether it be removed, or protected.
- Creatures can attack players and block each other.
- Players can cast as many spells as they have access to.
- The graveyard and exile are where cards go to die.
- The library is random, and can't be utilized.
- Players have the same number of turns.
- Players must pay the full cost for their effects.
What other rules do you think are important, and how many have to break before EDH becomes unfun for you?
Posted Feb 22, 2016, 5:56 AM UTC
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