illakunsaa wrote: ↑3 years ago
I have played EDH for almost 10 years and I've come to a conclusion that restricting what colors a deck can play based on the color identity of the commander is a bad idea.
I've been playing EDH for more than 10 years, and I disagree.
illakunsaa wrote: ↑3 years ago
E.g. a Rakdos deck in a meta that has lot of enchantress decks is basically %$#% because you can't play a simple
Disenchant in a Rakdos deck. Only option here is to just accept the fact that you are always going to lose or play a different deck. Neither of them seem very fun.
This is a rhetorical fallacy known as "False Dilemma." You do not have only two choices. Not only do you have access to things like
Feed the Swarm and
Feast of Dreams, you also have access to
Larry Niven's Disk and a whole host of "destroy target permanent" options. You can even use politics or things like
Praetor's Grasp to access removal. You also have the option of transitioning the deck to a Jund or Mardu commander if you really need to; but start with Rule 0, and talk to the playgroup about the situation. Maybe only play the Rakdos deck when less than all opponents are all-in on enchantress builds (though one would think they would be picking each other's enchantress pieces off like wildfire if they were all competing in the same space ).
illakunsaa wrote: ↑3 years ago
Multicolor decks in EDH also don't really lose consistency because they get access to more cards. E.g.
Torbran, Thane of Red Fell has only two cmc 2 artifacts that tap for colored mana while
Kykar, Wind's Fury has access to 6 more. Kykar has a 50% chance to have a ramp spell in the opening 8 while Torbran has only 15%.
This assumes that mana rocks are the only ramp, and that only 2 cmc mana rocks matter; neither of which is true for EDH (with the possible exception of cEDH, which I neither follow nor count as the totality of EDH). Mono-R has access to rituals, land search, mana dorks, cost reduction, and rocks both below and above 2 cmc for colored and colorless mana. True, not as much access as other colors, but that is the point of CI. Mono decks trade versatility for consistency, and vice versa.
illakunsaa wrote: ↑3 years ago
Restricting colors also leads to people building some commanders the same way because that's really the only way to build them. Eg.
Ashaya, Soul of the Wild is basically only going to be mono green storm. Without color identity you could make a GW Ashaya that focuses to
Planar Cleansing type effects to gain advantage or GR Ashaya that wants to aggro people with
Brushfire Elemental type cards.
CI does not force players to build Commanders the same way, net-decking is probably the primary contributor to this. I've never even seen
Ashaya as a G storm deck, usually she is a Landfall or Stompy build in my experience. If you want a deck like the latter, there are 5 creatures in mono G that self pump on landfall, Plus
Skyclave Pick-Axe. For the former, Mono G has a number of was to make lands indestructible,, then any creature wipe will act like
Planar Cleansing for you. Or, you could go ahead and build an appropriate RG or GW deck, main-deck
Ashaya, and make it a subtheme.
I think deck building creativity is a much higher barrier to Commander variance than CI has ever been.
illakunsaa wrote: ↑3 years ago
Wotc also in recent years has started to focus more on EDH which has led them to design a lot of legends that mechanically could have less colors in them and giving colors access to effects that they maybe shouldn't have. I think a lot of this has to do with color identity.
Possibly true, but it also has to do with the dearth of wedge colored Legends prior to Khans (and they still lag behind shard colored Legend options). I'm much more concerned with WotC's proclivity for pushing commanders into generic "Goodstuff" spaces (like
Chulane) than with some 3 color legends that could feasibly have been 2 color legends based solely on ability(ies) and flavor.
Summary: Color Identity is integral to the format. There is probably much discussion available on Hybrid and Phyrexian mana's place within CI; but the construct as a whole is a key part of why EDH is EDH. Otherwise you might as well play 100 card highlander or any of the other formats that ignore color identity to find the kind of games you want to play with your group.