A friend who wanted to learn how to play Magic recently reached out to me. Because I’m me, I said yes, and then they mentioned that they were interested in Commander.
I said sure, because I’m stupid and don’t think about the consequences of my actions. Anyway, it’s been one of the worst experiences I’ve ever had, because Commander is an awful format to try to teach this game with.
So today, I’m just going to be ranting about a few things that make Commander awful as a learning experience for Magic, and hopefully convince you to avoid my mistake.
Now, at least part of the reason I’m writing this is because Commander is such a popular format. And because when people pick up new games, they want to play with their friends, and if that means playing Commander, they want to play Commander.
I’m going to argue that it’s really not worth it.
It’s Too Dense
Many of the things that make commander the format of choice for those of us who’ve played a lot of Magic make it an absolutely miserable format for learning the game. The first one is card density.
Let’s look at a few standard decks as an example. (Some of these numbers may be a bit off with double counting cards that are both in the main deck, and side deck.)
Deck | Unique Cards | Unique Lands | Sideboard |
Azorius Control | 13 | 10 | 10 |
Esper Midrange | 14 | 13 | 11 |
Temur Land Combo | 9 | 8 | 7 |
Golgari Midrange | 16 | 10 | 5 |
Boros Convoke | 12 | 8 | 7 |
Notably, each of these decks asks the player to understand a total of at most 30-40 different cards,with many closer to 20. When we keep in mind that a lot of these are just special lands, that number comes down to 10-15 cards per deck.
Every single Commander deck asks the player to understand (likely at a minimum) 60+ cards. That’s 4-6 times the number as in a standard deck. And it gets worse, because again, this is per deck, not per player.
If a standard game has maybe 30 unique cards in it, a 3 player Commander game has over 180.
So while Commander/Brawl is great for those of us who love novelty and varied games (cEDH players, you don’t count) it’s a pretty awful experience for folks who are new.
That’s without even going into the fact that Commander is going to have a much higher mechanical density, potentially being packed with mechanics from across dozens of sets.
It obscures strategic choices and their outcomes
If you haven’t heard the phrase “Bolt The Bird”, there’s a very good little writeup that covers the idea. The short version is that it can be a good idea to remove early game mana dorks, because otherwise you get run over by the cards they pump out.
It’s one of a billion little strategies that Magic players tend to learn. But it’s not the easiest one to pick up on, especially when the time between taking an action (like bolting a bird) early in the game and eventually victory or defeat can be 90+ minutes. It’s much easier to figure out patterns like “if I bolt the bird, I win” in a series of 30 minute games than in one 90 minute game. And that’s true for any higher level strategy as well.
But because of the higher life totals, and game variability, Commander makes it much more difficult to track actions and outcomes, and that’s before even taking into account the multiplayer aspect of the game.
It costs too much
I waffled on putting this on the list, but I think it deserves to be called out, even though it’s not super relevant to me personally.
(Not because I’m rich, but because I play almost entirely digitally, and the folks I play with would let me proxy anything I want.)
I’m gonna call out a single specific card here as an example, mostly because it’s a card I enjoy. Boseiju, Who Endures is fantastic card. It slots pretty much seamlessly into any green deck, offers an incredible amount of utility in removing threats, and does it all while being a land.
It is also $30. For one card.
The Ixalan Bundle is $40. It’s 8 boosters, some basic lands, and a few special cards. It’s a much more fun product, and much more interesting for someone new to the game.
But if you wanted to play, and be competitive with your friends, Boseiju would be the better choice.
Commander is not a cheap format.
Just play kitchen table Magic
Hopefully I’ve convinced you not to introduce anyone to the game with these formats. I didn’t list every problem I’ve run into trying to teach the game. There are plenty of others! From understanding different permanent types, or how Sagas work, to the fact that all cards are spells, there are many complexities that EDH adds that don’t make it fun for new players.
So, yeah. Please don’t try to introduce people with Commander. It won’t be a good time. Now, if they’ve played years of other TCG’s, maybe it’ll work! But for someone fresh to the genre, it is going to be suffering.