Let's talk about how we talk about EDH.
Stax is fundamental to Magic's history. More generally this strategy in games is called resource denial.
Stax is a bogeyman for many EDH players. It's viewed as an aberration. As an "unfun" way to play. As "miserable", "mean", and "evil."
Stax is fundamental to Magic's history. More generally this strategy in games is called resource denial.
Stax is a bogeyman for many EDH players. It's viewed as an aberration. As an "unfun" way to play. As "miserable", "mean", and "evil."
Storm! Another strategy present throughout Magic's entire history. Other games have similar strategies of stringing together resources on one risky turn.
I've seen Commander players describe storm decks as "stupid", "boring", "obnoxious", "frustrating", "miserable", and "unfun."
I've seen Commander players describe storm decks as "stupid", "boring", "obnoxious", "frustrating", "miserable", and "unfun."
Control is a strategy found in many games. Be reactive while slowly gaining advantage.
I've seen and heard players say that control decks are "oppressive", "gross", "cruel", "unfun." I've heard so many times the speculation that a control player "has something wrong with them."
I've seen and heard players say that control decks are "oppressive", "gross", "cruel", "unfun." I've heard so many times the speculation that a control player "has something wrong with them."
The original bogeyman of Magic: combo. Finding a small number of powerful game pieces is a strategy common to many games.
Some descriptions of combo decks I've heard and read: "degenerate", "broken", "gross", "lazy", "boring", "stupid." And again: "unfun."
Some descriptions of combo decks I've heard and read: "degenerate", "broken", "gross", "lazy", "boring", "stupid." And again: "unfun."
What about value engine decks? (I'm looking at you, Simic.) Another common strategy in games: accrue resources with multiple synergistic and repeatable mechanics.
I've heard value decks described as "abusive", "broken", "annoying", "lazy", "stupid." And can you guess? "Unfun."
I've heard value decks described as "abusive", "broken", "annoying", "lazy", "stupid." And can you guess? "Unfun."
Aggro—a strategy in many games that consists of quickly and repeatedly using simple resources to pursue the game's main win condition—is archetypal for Magic.
Aggro draws less ire, in my experience. EDH's culture praises aggro decks as the "fairest" of them all.
Let's ask why!
Aggro draws less ire, in my experience. EDH's culture praises aggro decks as the "fairest" of them all.
Let's ask why!
I've talked a bit about why janky Rube Goldberg machines and "attack with creatures!" are viewed as fundamental, right, and good strategies for Commander—and why other strategies are viewed as unfortunate aberrations.
(that talk is right here: )
(that talk is right here: )
Yet I wanna say more to account for why all those negative words—many of which are associated with and even rooted in prejudices connected to horrible historical violence—are used so frequently and flippantly by Magic players.
And by Commander players in particular.
And by Commander players in particular.
Since Magic's early days, complaining loudly & publicly about elements of the game has been popular.
This cultural practice isn't unique to MTG's audience, but if you've played many different games you'll notice that Magic players are disproportionately unhappy with their game.
This cultural practice isn't unique to MTG's audience, but if you've played many different games you'll notice that Magic players are disproportionately unhappy with their game.
I can't explain how this habit and expectation came to be popular.
But I can say with confidence that Magic players who commonly complain about the game's strategies think about Magic too narrowly.
They don't think about Magic as *just another game.*
But I can say with confidence that Magic players who commonly complain about the game's strategies think about Magic too narrowly.
They don't think about Magic as *just another game.*
In a "my preciousssss"-like fashion, the culture of complaint-as-the-norm cemented in Magic players' minds its status as being—in some essential yet rarely discussed way—totally unique.
This is how delusions become accepted as reality.
This is how delusions become accepted as reality.
When you think of Magic as one game in a sea of games, you quickly see how strange it is for its players to constantly complain about it.
You don't expect people who play Risk, for example, to bemoan the player who attacks as often as possible or who huddles in Australia.
You don't expect people who play Risk, for example, to bemoan the player who attacks as often as possible or who huddles in Australia.
You don't see poker players saying, "Man… playing tight-aggressive is like playing the game on easy mode. How lame."
Complaint-as-the-norm is more common in videogames. Yet even in games like Smash, in which some mains are derided for their consistency & power, players don't reject playing those characters as a valid & acceptable strategy.
In fact, players will just bemoan their own weakness!
In fact, players will just bemoan their own weakness!
So again: when viewed as just another game, Magic's culture of complaint seems anomalous.
And I've argued—and will keep arguing—that it's harmful.
That using words connected to horrible historical prejudices to describe strategies in a painted rectangle card game is unwise.
And I've argued—and will keep arguing—that it's harmful.
That using words connected to horrible historical prejudices to describe strategies in a painted rectangle card game is unwise.
If we want Magic, and particularly Commander, to be inclusive, we've gotta speak in a welcoming, praiseful, and thoughtful language.
And Commander's current culture of complaint isn't that.
And Commander's current culture of complaint isn't that.
Let's end with a thought experiment.
You're new to EDH. You've built your first deck. Tegrid's at the helm. You're super excited to sit down and play.
You sit down at the LGS. After introductions, one of your opponents looks at your commander and says…
"Gross."
What are that one word's consequences?
You sit down at the LGS. After introductions, one of your opponents looks at your commander and says…
"Gross."
What are that one word's consequences?
What about this:
You've built your first deck. Tegrid's at the helm. You're super excited to sit down and play.
You sit down at the LGS. After intros, one of your opponents looks at your commander and says, "Oh cool! My deck probably won't do much against yours, but we'll see!"
You've built your first deck. Tegrid's at the helm. You're super excited to sit down and play.
You sit down at the LGS. After intros, one of your opponents looks at your commander and says, "Oh cool! My deck probably won't do much against yours, but we'll see!"
If we accept all of Commander's strategies, and more generally, all of Magic's strategies as valid, imaginative, and worthy of attention—even worthy of praise—then our community will become more diverse and more joyful as it continues to grow.
