![]() ![]() Infect would still be a faster way to kill your opponents than traditional aggro, and would still circumvent any sort of lifegain strategy. Ostensibly, raising the Infect threshold to 20 would lead to far more internal consistency when it comes to Commander’s philosophy. ![]() This is similar to the problem that Voltron decks (and commander damage as a mechanic ) must grapple with. Nobody likes to be on the receiving end of poison counters, as there is truly nothing you can do to remove them – yes yes, there’s one exception, but are you really going to put Leeches in your deck? Dying first and sitting around waiting for the game to finish is not a fun experience. After all, if typical aggro creatures like Monastery Swiftspear are neutered in Commander, shouldn’t Glistener Elf suffer the same fate? The simple logic here is why many new players naturally assume the poison threshold is set at 20. ![]() It stands to reason that if our life is doubled, our poison threshold should be as well. The RC ’s primary way of achieving this has been the 40-life starting total, giving players enough time to get their deck up and running before having to worry about aggression. Why Infect Is So FrustratingĬommander is supposed to be about longer games and less competitive-minded play. Indeed, the two most-played cards with Infect in Commander also happen to sit on the saltiest cards list. Scores of players houserule the threshold up to 15 or 20 out of frustration. ![]() I’ve seen more players leave the table in anger over Infect than any other mechanic. For one thing, calling it polarizing is underselling it. It feels like a mechanic that totally circumvents inflated life-totals should thrive, but the reasons it doesn’t are myriad. While not unpopular by any means, Infect simply does not translate well to Commander. ![]()
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