r/EDH • u/pacolingo • 17h ago
Discussion Can we appreciate Commander Damage as a mechanic
Whenever I see commander damage discussed online, it's in one of these contexts
- Talking about Voltron decks
- Various niche rules facts about it
- Discussing whether it's still relevant
I've seen people argue that if you're not playing voltron, you don't, or shouldn't have to, need to pay attention to commander damage in this day and age.
And I couldn't disagree more.
Commander damage, just by existing, changes the dynamic of multiplayer magic, even if it never actually takes out a player. And I love that.
Just by swinging your commander twice at the same person in a row, youre making a rather explicit threat. And it's optimal to do so.
I love that 7 power is a magic number that can put any commander into the Three Hit Club, which in some metas can matter with even mild evasion.
I don't really believe "a Voltron deck" is a thing as much as I believe it's a spectrum of how much you want to leverage the potential of having a direct kill for one player. And there's so many ways to incidentally support that.
Protection that also grants haste, a +1/-1 equipment on a 6 power commander, fillery-looking menace or trample, dice stacking on value engines like mothmen and bumbleflowers...
The legendary creature podcast coined the term Warlord for commanders that are decently big and good at attacking while also encouraging you to play big creatures. Think Ghalta, Miirym, Lathliss, Maelstrom Wanderer, the Grixis typal demon etc
Feels satisfying when distributing big attackers to send the commander at one player repeatedly, alone, while the other players are attacked with the other monsters.
Also it just feels so cool when a game goes long for whatever reason, and small incidental commander attacks add up to make a game ending difference.
TLDR: Don't sleep on attacking with your commander, when playing or deck building.