How to Teach a Standard Player Commander https://www.youtube.com/live/Nh_UQMq7pLU?si=PzUoCm19NNvAkayk Seven voices, seven answers We did a Morning Coffee Show with Super Fast Tortoise on how to introduce new players to Commander. Seven voices gave seven different versions of the right advice, and every one of them was reasonable. That told me something. There is no single right way to teach Commander, because there is no single new player. A Standard player who already knows the stack and the color pie is a different student than someone who has never tapped a land. So my answer doesn't start with a lesson plan. It starts with a question. Step 1: Find out who they want to be at the table Before you teach anything, ask two questions. How do you want to win a game of Commander? How do you want to engage with the people at the table? The answers shape everything that follows. Someone who loves attacking needs a different first deck than someone who wants to build a big engine ...
I Rage Quit Arena. Then I Checked the Receipts. I just closed Arena harder than a Wrath of God on my own board. My first instinct was to scream “rigged.” My second was to ask whether I could prove it. I can’t. But I did find some things worth being angry about: 1. You don’t own your cards. Wildcards can’t be traded with other players, and nothing you earn leaves the client. I’ve got 50,000+ paper cards I can sell, trade, or sleeve up. Arena gives me a license and a login. mtgrocks 2. The free ride is slow. One analysis says the free starting pool is small, and getting the exact cards you need takes a long time. To field a competitive deck before the next set arrives, you really need to pay for wildcards. Fair counterpoint: another outlet argues Arena is good for free-to-play players and isn’t really pay-to-win. I’d call it pay-to-keep-up. draftsim mtgrocks 3. It isn’t Commander. Wizards’ format page lists Brawl as a one-on-one format with 100 cards, 2...