![]() ![]() We’d want to be clear with that in the messaging. ![]() Modules would be an optional feature, not a main rule. That’s the major argument against bringing back Banned as a Commander, but I don’t think it applies in this circumstance. It’s not that Magic players aren’t smart enough it’s a question of facility for getting into the format, and to some extent for staying there for the less-enfranchised player. One strike against Modules is that they’d be extra baggage for players to keep track of. You can’t talk about a new idea without exploring the downsides. The Anatomy Of A Banned Card In Commander If players are freely and routinely adopting the Modules, that might create the space a borderline card like Sway of the Stars or Coalition Victory needs to slip off the main list. As I mentioned last week, we could ban or unban a number of cards and stay philosophically consistent. While Modules wouldn’t replace the primary Banned List, I can imagine a situation in which they might loosen up the hold on some cards that are in the gray area. A Banned List, regardless of how well thought-out and detailed, is only one part of a bigger picture. There’s only so much we can reasonably do from the top level to ensure players have positive experiences. Even if this proposal would eventually resonate with enough people that it would be worth adopting, it’s by no mean a complete solution. The main reason to engage in the effort in the first place is the desire to simply help players get and find the best games they can, wherever they are. The primary purpose of Banned List Modules would be to offer players some helpful, common language on navigating pregame discussions. One person’s nine is another’s six, if you will. We’ll give the Modules names in hopes of being able to grasp what each is trying to do.ĭefining power level or game style is an exercise that’s fraught with some difficulty, as different players have different definitions for things. Perhaps down the road there might be room for meta-Modules, but for the moment we’ll stay focused. Unless they were somehow grokkable at a glance, it makes sense to keep things tightly constricted. We’d want to keep the Modules small and easily defined as well. While we on the RC prefer as short a Banned List as is reasonable and possible, Banned List Modules can keep the primary list short while providing plug-and-play options for both local groups and players in games at larger events where they don’t know anyone. ![]() Unlike with temporal- or set-based formatting, they allow us to keep the entirety of the Eternal card pool and then whittle down from there. Modules are an alternative to formatting Commander, a topic I wrote on back in June. The Commander player base is broad and we like (and dislike) many different things. More specifically, the Modules are there for particular experiences that players don’t want to have. The other three might call me crazy for just dreaming it up - but indulge my madness for a bit, if you don’t mind.īanned List Modules are sets of cards supplemental to the primary Banned List, crafted for particular player experiences. ![]() It’s not something that I’ve discussed with the other members of the Commander Rules Committee (RC) and it’s certainly not something that we’d consider implementing without a great deal of thought, planning, and detailed investigation. I’m telling you right up front that what follows is me stretching my outside-the-box idea legs, a dreamy what if? piece that looks for a creative way to address some of the issues that folks across the diverse Commander-verse might have with the format’s Banned List. I’m not even writing a pithy opening sentence before I write the disclaimer for this piece. ![]()
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