Command_Tower

Haste Not Always Makes Waste

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The letter M!ultiplayer games take more time.


Time Stop | Art by Scott M. Fischer

While a game of Magic is typically a ten- to twenty-minute affair, dialing up the player count turns those ten minutes into upwards of an hour or more. Commander and its decks, packed with wacky, wild, all-different-from-each-other cards, adds another wrinkle to things: Just reading and understanding what everyone else is doing takes time.

It isn't fun to sit and watch others do their thing for what can be the length of an entire Standard game before it's just your turn again.

Solving this issue is complicated. Players are people, and everyone will react differently to new information and situations. What works for you and your friends may backfire in a spectacular manner for someone else. Today's article covers several ways others have managed to keep the pace going. Find what might work best for you and give it a try.

The Unstoppable Force

The most obvious way to speed the game along is similar to the most obvious way to grind the game to a halt: Use abilities and effects that force other players to do what you want. Just as "prison" decks have their array of artifacts and enchantments to lock down the battlefield, "chaos" decks force everyone into actions that change the game. David shared a deck he uses to that effect:

I have Commander decks specifically designed to speed up the game. My favorite is Ruric Thar, the Unbowed, a classic Gruul build. The goal of the deck is to stop extra turns and tutors via Stranglehold, and just attack. If the card says "players must attack" it went into the deck. Most notable here is Avatar of Slaughter, who forces everyone into combat, with double strike for good measure.


It also aims to sweep enchantments and artifacts off the field, to ensure creatures are unfettered in their quest for lower life totals. Traditional white-blue prison decks are less confining once the way is cleared with a Vandalblast and Multani's Decree.

Ruric Thar keeps cards coming for everyone in the form of Heartwood Storyteller and Rites of Flourishing. Those full hands require extra mana, delivered in the form of Heartbeat of Spring, Mana Flare, Zhur-Taa Ancient, and my personal favorite for flavor and function—Overabundance.


I keep the damage flowing to everyone in the form of Ruric Thar himself, along with Burning-Tree Shaman. These two make sure that if you're not attacking, you're taking damage for doing anything else.

Playing Ruric Thar is a lot of fun, because he's tough but fair. Nobody is singled out, the global effects apply to everyone. Games go much quicker once everyone has extra cards and mana, and creatures are required to get into the red zone!

—David

David's Ruric Thar
Commander

Main Deck

99 cards

Commander
Command Tower
Copperline Gorge
Evolving Wilds
Fire-Lit Thicket
Forest
Gaea's Cradle
Gruul Guildgate
Gruul Turf
High Market
Highland Weald
Jund Panorama
Kazandu Refuge
Kessig Wolf Run
Mossfire Valley
10  Mountain
Naya Panorama
Raging Ravine
Reliquary Tower
Rootbound Crag
Shivan Oasis
Stomping Ground
Taiga
Terramorphic Expanse
Yavimaya Hollow

40 lands

Anger
Avatar of Slaughter
Balefire Dragon
Bane of Progress
Brawn
Burning-Tree Shaman
Dragonlair Spider
Engulfing Slagwurm
Fumiko the Lowblood
Furnace Dragon
Garruk's Packleader
Gruul Ragebeast
Heartwood Storyteller
Hellkite Charger
Hellkite Tyrant
Hydra Omnivore
Lord of Shatterskull Pass
Mycoloth
Nacatl War-Pride
Polis Crusher
Predator Ooze
Primordial Hydra
Primordial Sage
Regal Force
Root Greevil
Silklash Spider
Soul of the Harvest
Steel Hellkite
Tempting Licid
Urabrask the Hidden
Utvara Hellkite
Vigor
Woodfall Primus
Zhur-Taa Ancient

34 creatures

Alpha Brawl
Blasphemous Act
Calming Verse
Chain Reaction
Collective Unconscious
Collective Voyage
Disaster Radius
Elixir of Immortality
Fires of Yavimaya
Flame Wave
From the Ashes
Heartbeat of Spring
Inferno
Kodama's Reach
Loxodon Warhammer
Mana Flare
Multani's Decree
Overabundance
Rites of Flourishing
Stranglehold
Tempt with Discovery
Vandalblast

22 other spells

Garruk, Primal Hunter
Sarkhan Vol
Xenagos, the Reveler

3 planeswalkers

Ruric Thar, the Unbowed


While David's deck is built to make bashing happen, he included a resource bump for everyone else. That's another classic approach to keeping games moving: ensuring everyone has something awesome to do, and the mana to go do it immediately.

That's the aim of "Group Hug" decks, personified by their usual commander, Phelddagrif. I've discussed Group Hug twice before: once as a favorite Commander archetype some bring to the game, and earlier as something to model for the "Bear Hug" type of deck. This is what Group Hug looks like:


Group Hug gives other players something to do but typically doesn't focus on winning itself. Don't think that those decks can't, though, or you might end up with a face full of Phelddagrif.

Bear Hug is based on the same principle of "giving things to other players," but it also actively looks to deal damage and find a way to win along the way. One of the two decks David (different from above) sent in is what I'd consider a Bear Hug deck, with a Bear Hug commander in Nekusar, the Mindrazer:

I help the speed of games in my playgroup by playing either my Nekusar or Ruhan deck. Nekusar has tons of card draw to help keep things moving and can kill people with Nekusar damage or one of the two combos (Splinter Twin/Deceiver Exarch or Niv-Mizzet/Curiosity). Ruhan speeds things up by cutting through any table talk, and with tons of ways to make Ruhan unblockable and enormous, he usually one-shots people.


My playgroup will often play a variant to help speed things up too. We've played Bang-gic (using roles from Bang! to determine objectives for different players), as well as pentagram, among others.

David's Nekusar
Commander

Main Deck

99 cards

Commander
Akoum Refuge
Command Tower
Crumbling Necropolis
Dimir Guildgate
Drowned Catacomb
Grixis Panorama
Island
Izzet Boilerworks
Molten Slagheap
11  Mountain
Rakdos Carnarium
Rakdos Guildgate
Reliquary Tower
Swamp
Temple of the False God

33 lands

Arcanis the Omnipotent
Burnished Hart
Charmbreaker Devils
Deceiver Exarch
Enclave Cryptologist
Goblin Electromancer
Hypersonic Dragon
Jace's Archivist
Jin-Gitaxias, Core Augur
Niv-Mizzet, the Firemind
Phantasmal Image
Sepulchral Primordial
Sphinx of Uthuun
Talrand, Sky Summoner
Thassa, God of the Sea
Uyo, Silent Prophet

16 creatures

Ætherize
Archmage Ascension
Armillary Sphere
Browbeat
Call to Mind
Cancel
Crosis's Charm
Cruel Ultimatum
Crypt Incursion
Curiosity
Curse of the Swine
Dark Betrayal
Darksteel Ingot
Devastation Tide
Diabolic Tutor
Dissolve
Dream Fracture
Dreamstone Hedron
Enslave
Exquisite Blood
Fleeting Distraction
Homing Lightning
Illusionist's Gambit
Incendiary Command
Izzet Signet
Mirari
Murder
Obelisk of Grixis
Omniscience
Preordain
Propaganda
Prosperity
Rapid Hybridization
Rite of Replication
Skyscribing
Sleep
Sol Ring
Splinter Twin
Steam Augury
Stolen Identity
Sudden Spoiling
Swiftfoot Boots
Temple Bell
Temporal Mastery
Think Twice
Vandalblast
Vessel of Endless Rest
Vision Skeins

48 other spells

Chandra, Pyromaster
Jace Beleren

2 planeswalkers

Nekusar, the Mindrazer


This deck isn't really very fast by itself and as such doesn't win that often but everyone drawing a bunch of cards does speed up the game.


This deck is still in its first iteration and I haven't been able to put all the cards that I've wanted to in it. That doesn't stop it from killing someone on turn five every now and then. Additionally, the amount of table talk that the pilot of the deck needs to engage in is almost zero, so that also speeds things up.

—David

David touches on a lot of good points here, too:

  • Including a few "surefire win" combos to draw into can break stalemates and end games that are just dragging on.
  • Giving everyone more resources lets them find something to do right away; dealing damage while you're doing it is a bonus.
  • Dealing a surprising, unexpected amount of damage can reshape the battlefield.

But there are other ways than just creating decks that push everyone else around. Modifying the rules for Commander can help expedite games too, as Nate shares:

Our group has each player start at 30 life. This can make a dramatic effect on the overall length of the game without giving a very noticeable advantage to the aggressive decks. We also like to cap each game at four players.

My favorite deck is Krenko, Mob Boss. Sometimes the deck will play like an average aggressive tribal deck, but it has the possibility to go off like a combo deck on any given turn to wipe multiple players. I think one issue is that Commander players play with powerful cards, but just because a card is powerful doesn't mean that it can win you the game.

Game-ending cards:

Blood Moon/Magus of the Moon + Goblin King—There are many decks that can produce a steady stream of 1/1 tokens, but if those tokens can't connect with a player, they're not worth much. Making my horde of Goblins unblockable and at least 2 power helps to make them a force that can easily deal 30 to 40 damage each turn. This combination is made very real by other universal pump effects for my Goblins, like Goblin Warchief, Quest for the Goblin Lord, and Shared Animosity.


Goblin War Strike/Mob Justice/Goblin Bombardment/Kyren Negotiations/Furystoke Giant—These are all cards that translate into guaranteed damage. It's very important to have a large amount of redundancy so I'm able to consistently draw into one of these cards that can simply end the game, given I have enough tokens in play.


Insurrection—This is an easy way to spend eight mana to end the game. Many Commander games can come down to massive board stalls where it becomes very difficult for anyone to profitably attack another player. Insurrection isn't a new or innovative choice, but there's a reason it's considered a Commander staple.



Thanks for the great articles!

—Nate

Changing to 30 life is a subtle shift in the ability for anyone to deal lethal damage to everyone else. In a four-player game, that's a saving of 40 life, an entire player under normal Commander rules. Other small tweaks include using shortcuts such as using a fetch land (Arid Mesa, etc.) before the end of the turn immediately before yours, but allowing a new choice to be made if that player wants. Everyone uses shortcuts of some sort, so if your group is spending a lot of time waiting for other players to finish finding cards in their library, it might be worth looking to see how that process can happen faster.

There's one other way to help make games move, and it's either brave or foolhardy. I'll let Matt explain:

I find that the best possible strategy in getting a Commander game to move quickly is to offer a target. Namely, myself. I have two Commander decks that generate a lot of frustration/anger in my opponents; the first is an Oloro, Ageless Ascetic lifegain deck which easily sets me at 80+ health each game, and a Phenax, God of Deception mill deck. The Phenax deck elicits more emotion, by far. When I am constantly crushing a player's deck, countering spells, and discarding his or her hand, that player is going to make very quick moves to attack me. Odds are, so will the others playing, so that the Dimir deck drain doesn't destroy them in turn. When every player has a clear goal in mind (namely, knock me out of the game), turns tend to go quickly, with spells played almost immediately and creatures focusing attacks on me. My turns move quickly too—generally, I mill someone with Phenax's ability, attack for more mill via Nemesis of Reason and Trepanation Blade, and cast something like Glimpse the Unthinkable.


Basically, all of my games turn into lightning-fast-gang-up-on-Matt games. For an economically restricted deck, it sure does its job well! The only thing that could create a faster game would be a card with "Target opponent reveals cards from the top of his or her deck until you stop grinning evilly, then puts the revealed cards into his or her graveyard."

—Matt


If you want everyone to focus in on one player, it seems fairest to try and make yourself that target. There is a depth of strategy in multiplayer games, core among them the idea that you shouldn't make yourself the threat until it's too late. Doing so from the get-go is aggressive, but as Matt points out it gets things moving.

Fortune favors the bold, after all. (For a bonus "Target me!" deck, check out the Mogis, God of Slaughter deck I shared a few weeks ago.)

The Unmovable Force

Whatever you choose to do to keep Commander games moving I hope it's something that works for you. Next week is the start of previews for Journey into Nyx, and I can't wait to get started. This week's question is one for everyone who loves to make mana out there: What's something awesome to do in Commander using a ton of colorless mana?

  • Feedback via email
  • 300-word limit to explain your idea
  • Sample decklist is requested (does not count against word limit)
  • Decklists should be formatted with one card per line with just a leading number, such as "3 Mountain"—just a space (no "x" or "-") between the number and the card name, without subtotals by card type. (Submissions that don't follow this rule will be ignored.)
  • Name and email required (non-personal information to be used in column)

Join us next week when we look into the face of the inscrutable. See you then!



 
Adam Styborski
Adam Styborski
@the_stybs
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Command Tower

Adam "Stybs" Styborski joined DailyMTG.com in 2009 to take over Serious Fun, before switching over to begin Command Tower in 2013. With his passion for Commander and community inclusion, you'll find plenty of opportunity each week to share your thoughts about everyone's favorite casual format.

 
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