MAGUSZANIN wrote: ↑4 years ago
No, but "I'm excited to play this new Dualcaster Mage in my Nekuzar/Kess/whoever deck" is something I've heard from 3 people in the last 24 hours, and I informed all 3 that it was banned. That's a shame, and should never have happened.
So house rule it. I'd let 'em play it, IDGAF. In terms of cool deckbuilding possibilities, though, getting to play pseudo-partners with any multicolor commander is a lot more interesting than having a worse backup dualcaster mage. Whoop-de-doo.
Anyway, if you want to get mad at anyone, I'd get mad at WotC for printing a restriction they knew would be problematic for commander and almost certainly result in a banning. I think the RC made the right call.
(I do wish wotc had made a different criteria on lutri, but I'm also kind of ok with it, it's not a huge deal)
It's not about that math per se, it's the headache of keeping track of it at all. I have to constantly remind myself that they have 5 "cards in hand" instead of the 4 I can see, and that next turn they can definitely cast x assuming one of those 4 is a land, etc. EDH boardstates get super complex as it is, and adding to that with pieces that aren't even in play is one of the big issues Eminence has that made it so annoying. The issue is not that having one extra card is that big of a burden, the issue is math tracking is already a potential problem, please don't make it harder.
Wizards themselves has come out and said this is one of the largest barriers to entry for the game, and have gone far out of their way to curtail it because of that (new world order being the largest example, but not one that's relevant here). Why are we adding more exceptions to the rules when allowing the rules to stand as they are allows more cards to be played while making explaining things to new players easier?
I find it weird that eminence is your example here. Eminence has a direct impact on the board. Companions do not. They can be cast, and you know about them in advance, yes, but that's basically the exact same thing as a regular commander, not an eminence one. It's only different from a normal card in your hand in that it's revealed. Until they're cast they have no impact on the game. And thus far none of them seem like the sort of thing you'd really need to be aware of to make reasonable plays. If you're really trying to play well, then sure, it's good to keep track of the information, maybe you're more likely to board wipe the turn before keruga or whatever. But for casual play it's really not that crucial. If you're trying to play super tryhard seriously (as I often do, much to my opponents' annoyance), then (1) dude get your %$#% together, it's not that hard to keep track of one more card if you're actually a good player, and (2) you get a lot of free information about what cards they have in their deck from their companion, which gives you a HUGE edge.
The game should be accessible on a casual level, sure. I don't think companions really complicate the game for casual players who just play their cards and don't pay too much attention to what's going on. And for those of us who are tryhards, it gives a lot more information to min-max. Plus it opens up some fun ideas to play with in deckbuilding. Win-freaking-win.
If you're worried about rules complexity, then we should stab rule 11 in the head. It's just arbitrary. I bet most casual players don't even know about it anyway. They're not going to lose sleep if it changes slightly. Nor will I.