This entry is part 460 of 468 in the series CommanderCast

Hello everyone and welcome to CommanderCast! This week we finish up our black tie affair with Mark and Adam as the guys do the final part of our CommanderCast Award Show. With 26 different product releases this year, the guys are going from Theros Beyond Death to Commander Collection: Green and giving out Awards on all the things we got last year. What card won Best New Boros Card? Which cards won the Most Flexible and the Most Linear Awards? What cards won Best New Land Cycle? What card won Newest Staple Card? Find out today on part 3 of our Awards Show!


All that, plus our usual interstitial fodder, and all you have to do is Click the IB!!!


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This entry is part 9 of 41 in the series In General

Grandpa (Eric)

By Eric, AKA Grandpa Growth


Multiplayer Commander is most often played in a free-for-all, last-player-standing-wins structure. This is a bit like Hamlet in that, at the end, [DRAMATIC SPOILER WARNING] everyone dies but we all go home happy anyway…At least most of the time. [END DRAMATIC SPOILERS]


Sometimes, the feelings of satisfaction after a game aren’t distributed in an equitable fashion. This is normal, but not unavoidable. A game that contains some unsatisfactory elements is, of course, more likely to reach a unsatisfying conclusion. The real trick of the matter is somehow discovering what each player considers to be satisfying and somehow working enough of that into every game so that everyone gets to go home happy. In Commander play groups, we think (unrealistically) that we’ll somehow be able to achieve this without even so much as discussing these underlying player expectations beforehand. This is an uncomfortable social situation and it’s the single greatest flaw undermining the growth and popularity of such a deep and wonderful Magic format.

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