Ideas for new EDH Formats

by CardHybrid3 on 06 December 2018

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Deck Description

This isn't a deck, its just some ideas that I think could make EDH more fun.

First, I had an idea. Any 2 legendary creatures can have partner, BUT! You cannot have more than 4 colors in your command zone. For example, you could run Rhys The Redeemed and Temmet, Vizier of Naktamun as a Bant Tokens deck.

Second, allow the Nephalem to be legendary! They are the first 4 color cards of the game, and they are very different from each other in playstyle. They would make a hilariously fun, yet powerful, commander.

If you have any ideas, just post them in the comments!

Deck Tags

  • ideas
  • EDH
  • Commander

Deck at a Glance

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Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Not Legal in Vintage
  • Not Legal in Legacy

Deck discussion for Ideas for new EDH Formats

I can't really think of any new formats based off commander that would be cool, however a cool deck idea I thought of would be a four or five color elf tribal commander EDH deck. You would have mostly green elves but there are some good black and red elves that can back up a base ramp or Aggro idea. There are also white-green elves too but I can't think of any great ones to the top of my head. Anyways if you come up with any other cool deck or format ideas let me know!

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Posted 06 December 2018 at 17:15

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I will! And by Heliod, that sounds like a crazy deck.

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Posted 06 December 2018 at 17:21

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I used to have an EDH blog, and one of my first projects was designing a special EDH format that played like a combination of UNO and planeschase. I've linked the article below. Basically, each player gets a "special hand" of instants and sorceries that, when resolved, go to a communal graveyard called the pile. Players can only cast one of these cards per turn, and the card's color identity must share at least one color with the top card of the pile (however, players cannot counter spells by changing the color identity of the pile at instant speed). Each spell is colorless to cast, but has a casting cost and color identity that depends on its rarity (commons are tri color and cheap to cast, uncommons are guild colors and more expensive, rares are 5c and most expensive). In addition to these, there are a few UNO specific cards that reverse turn order, skip a players turn, or cause players to draw or discard from their cache (the term for this "special hand" of spells). In order to cast a spell from the cache, a player must discard a card from their hand (as to avoid overwhelming card advantage for ramp strategies). When a player a runs out of cards in their cache, the pile is shuffled and they draw three cards from it at random. There is no incentive to running out of cards in the cache (although this is something I'd like to play with more).

I designed 37 out of 60 cards for the deck, and then got distracted and stopped. But I think it could be pretty fun EDH format as long as every player isn't trying to win via combo.

https://thesimulacrumblog.wordpress.com/2017/05/13/a-new-edh-variant/

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Posted 06 December 2018 at 18:15

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Is there another link that could connect me to the blog?

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Posted 06 December 2018 at 20:24

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https://thesimulacrumblog.wordpress.com/

try this one

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Posted 06 December 2018 at 20:33

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Ok thank you.

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Posted 06 December 2018 at 20:35

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By the gods of theros...

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Posted 07 December 2018 at 17:03

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I still feel that:

1) any creature which the larger Magic community agrees should have been printed at legendary (The Nephilim, Maelstrom Archangel, etc), and anything which can at any point become, flip to become, or transform to become a legendary creature (Elbrus, the Binding Blade, Genju of the Realm, the flip cards from Kamigawa, etc) should be legal as commander, and

2) all Planeswalkers should be legal as commanders. If it's good enough for Brawl, why isn't it good enough for Commander?

A friend of mine made an Elbrus, the Binding Blade deck. It's funny, it's kinda janky, and it's a LOT of fun to see him pilot. OTOH, I made a Huatli, Radiant Champion EDH deck. Both of these are technically illegal as per the "official" commander rules, but none of us care and it's made our games way more fun.

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Posted 08 December 2018 at 15:49

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The main reason why, at least the way I think, planeswalkers aren't allowed because the older ones are so powerful (Sorin Markov, lookin' at you as you set my life to 10...) and because we have Doubling Season, so they would go bonkers if we allowed all of them. But I do agree on the legendary thing. Fun fact, the nephalem were SUPPOSED to be printed as legendary creatures, according to the team!

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Posted 10 December 2018 at 17:02

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Yeah, the doubling season thing I totally get, I guess, though those planeswalkers are still every bit as powerful if you build a superfriends EDH, IMO.

And yeah, I think I've read that about the Nephilim. Even more reason they should be commander-legal.

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Posted 11 December 2018 at 02:34

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Yeah... Well,maybe they will be in a future set.

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Posted Tuesday at 15:16

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Superfriends though you technically can only use them until they die, though its not impossible to bring em back from the grave. If Sorin is a commander, you play him and set life to 10, he dies, you play him again for 2 more and do it again until all opponents are at 10.

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Posted Tuesday at 18:44

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Exactly. Having a planeswalker in the command zone is very powerful, since you can keep replaying them.

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Posted Tuesday at 19:18

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i love the nephalim idea.the partners would be to broken in no time due to the vast number of combo possibilities.one way to make that challenging and have some super unique game play would be to allow two commanders however only one on the field at any given time.im dissapointed that Im the first to like.edh has so many possibilities that we NEED more posts like this.i dont know about other people but i bring up these ideas at my local shop and as a result weve had some of the funnest games ive ever played.thanks for the ideas!

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Posted 08 December 2018 at 16:46

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No problem! I love seeing people have fun with new ideas.

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Posted 10 December 2018 at 17:03

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Ok get this,

5 Color No Res- Pokemon Ascension

All decks must be 5 colors, You must have a Legendary creature as a commander from each color but not two from the same color. So in other words you may have as many as 5 commanders (all mono colored) or as little as one (5 color) or any combination there of. (Colorless are still a grey area... heh heh)

They each start in the command zone but do not immediately return there when they die. Instead they go to the appropriate zone.... UNLESS they are exiled, at which point your unlock ASCENDED COMMANDERS.

An Ascended Commander must be a planeswalker that matches color identity of one of your creature commanders. When that particular creature hits the exile zone you may cast his/her Ascended counterpart.

Its going to be a battle royal of Legendary Bad-Asses!

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Posted Tuesday at 21:09

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That sounds cool, but if so the more commanders you have the less cards are needed in the library of a deck to be shuffled. Therefore you can get the types of cards your looking for easier than if someone ran one five color commander. It would be a cool staratigy but some combos might be a bit too ridiculous and if this worked imagine what the banned and restricted lists would look like. I just wouldn't want everyone to play the same exact deck in this case though.

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Posted Tuesday at 22:00

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0_0 That would be SO EPIC. But... Forcing 5 colors seems kinda... harsh in my opinion.

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Posted Tuesday at 22:00

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I would agree with that. Maybe levels of decks play each other. Example:
One Commander - Lowest League
.
.
.
Five Commanders - Highest League

Maybe the leagues compete only against their own leagues? It would make it much more equalized like a Modern deck vs a Modern deck instead of a Legacy vs a Modern. Legacy vs a Modern would be really weird because the legacy would be too good compaired to the modern deck.

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Posted Tuesday at 22:05

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Ok First, Yeah sure but worst case scenario 5 commanders + 5 Ascendended = 90 card deck Vs 1 Commander 99 Card deck. It's still a 1/90 chance you get the card you need vs 1/99 Not really a big deal. But also Part of the strategy, It's advantageous to play 5 mono colored commanders. As far as the ban list, Meh there's definitely more powerful cards out there but that's what shapes the meta and this format is about fun anyway. There will be No two decks that are alike. I don't see why the ban list would be more restricted then Commander. After all you can't Play them over and over.

Second, Damn Right its Harsh. The One True Elder Dragon Highlander must be a master of all mana not just one.

Third, Meh yeah it would definitely be a disadvantage to use one commander so know one would. The point is you can have 1 epic shard commander with a couple Lt's that are mono colored or any other combination. If you wanna use an epic multi commander it may be worth it for your deck style but also gonna cost you an extra commander.

SO orignally I was gonna just say if your commander gets exiled then it can go back to the commander zone. (before I thought of ascended idea) I thought that may be a fun format too because you would basically building a deck around those 5 creatures i.e. getting them out of the graveyard, protecting them, exiling them yourself to put em back in command zone. Basically just like pokemon. ANy thoughts?

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Posted Wednesday at 01:12

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Meh, people would just use 5 commanders to thin their deck while only focusing on 1-3 of them. Which basically means you could play a 90 card, 5 color, commander deck with a mono colored commander, and if you build it right you also have on demand access to the most powerful planeswalker in the color you choose to throw all your support into. Can you imagine an Azami deck with access to all 5 colors?

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Posted Wednesday at 01:43

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Or a Captain Sisay deck with access to Legendary creatures in all 5 colors?

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Posted Wednesday at 01:46

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Ok thinning down to 90 isn't much of a thin. If you wanna focus on 1 commander and one planeswalker thats your strategy. It would be stupid to not have each other commander be useful, after all still takes up a slot so might as well at least make it a situationally useful card. And if you made it straight mono your sure gonna be up shit creek when one of the other players with access to all 5 colors shuts your ass down.

I don't see Azami being game breaking, and captain Sisay would be fun but also not as useful when you basically have your top 5 legendaries on deck anyway.

But yeah you bring up some good fun ideas already, now you get to exploit all the fun new combinations of the format. Possibilites endless I actually wish this was a real thing now lol. But honestly I think I'd scrap the ascension idea and change it to "Commanders only go to the command zone when exiled, other wise they go to appropriate zone." That would at least make helvault get little more use lol

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Posted Wednesday at 02:45

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You seem to underestimate just how much deck thinning matters when you're fine tuning a deck. Your opening hand is 7 cards, so you get to see nearly 10% percent of your deck in your opening hand with only 90 cards compared to 7%, now if we start including cards like serum powder it has the potential to increase drastically, not to mention we get to play every single fetch for optimal land thinning. We're also in 5 colors, which means we get access to every draw spell and tutor in the game. We also get to play green, which gives us the best ramp as well and blue gives us the best counterspell suite along with Cyclonic rift.
I use Azami as an example because Azami Taking Turns is brutal to play against if the deck is optimized, and then you give her access to every color? I'm not saying it would be unbeatable, but it would definitely be top tier and more than a little cancerous, especially when you consider over half the wizard cards in the game are not mono blue.
Giving Azami access to Dual Caster Mage is not okay.

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Posted Wednesday at 05:06

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I don't underestimate deck thinning but your playing commander still so it's 100 different cards SO its still far from any 60 card format. Not to mention everyone else has the same opportunity to include 10 Commander cards if they want maximum deck thinnage. But even in your example, You would trade out 2 opportunities to deck then just to use Captain Sissay. Some cards are just worth it.

It would be a good deck sure, but Like you said unbeatable? No. Probably not even Teir 1. You know what stops Azami? Basically every removal spell. It's commander format so you gotta assume multi player which is even more cards to stop any shinnanigans. My point is that sure it could be good. Just like Zur is good in traditional edh. But Game breaking I don't think so.

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Posted Wednesday at 17:33

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I don't know if you've played against a good Azami deck and pilot, but they only need Azami to resolve once, and she's usually only cast once the pilot has enough counterspell back up to make sure she resolves. Also, as I said, it was just the first example that came to mind. The format you are suggesting would be incredibly easy to break in half without a more in depth ban list or further restrictions on how the game is played.

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Posted Wednesday at 17:43

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Whatever fun sucker, it was just the basis for a made up casual format based of another made up casual format lol. Let's hear your bulletproof format and I'll load up 50 Cal

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Posted Wednesday at 18:03

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Nothing is bullet proof, however that's no excuse to not understand how to create a mostly balanced format. That is why edh restricts deck construction to your commander's colors, and even if you incentivise casting the other commanders there would still be no real reason to. Playing a commander like nekusar while being able to splash the other 2 colors is silly, and nekusar decks rarely cast nekusar, it's just there as a backup plan since it happens to have a relevant text box.
For instance the partner mechanic. Wotc has to be really careful with what they put that keyword on as it could easily be too good with the ones they've already printed.
We saw what happened with bfz and oath when r&d forgot eye of ugin exists. Same with why and when they printed dig through time and treasure cruise, both of which got banned in legacy for being too good.
In short, even when making casual formats you need to do research and lots of playtesting to see what is and isn't game breaking.

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Posted Wednesday at 20:27

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8======D-------3 you

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Posted Thursday at 13:36

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This is an idea forum, not a banlist convention. In my group we play with the don't be an asshole rule... it goes by the honor system. Don't try and break the game, Don't abuse combos, and if you wanna build a 1500 dollar deck fine, but it's going to be really funny when I beat with my pauper

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Posted Thursday at 13:38

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Real mature.
I'm glad you've got a regular group to play with, but you also have to consider people going to a lgs to play with random groups. Personally I don't play high power decks or broken combos, but somebody will, and imagine if someone just started playing the format just to get completely crushed by some broken combo. As in this format is their first introduction to constructed magic and they just get steamrolled because someone at the lgs decided to build something dumb.
Also the monetary value hardly matters when building a commander deck.

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Posted Thursday at 16:14

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Point being, build a deck in this format that's more broken then 5 Color Hermit Druid that can when T3. I'm sure there's good combos out there, probably even some game breaking ones. Those will help decide the banlist in time, but I don't think this format is inherently anymore broken then commander was during it's conception. So if you see glaring flaws in it then suggest some rules updates to fix em rather than just trashing it. Obviously from the response this post has got people are interested in the format.

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Posted Thursday at 16:18

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5 mono-color commanders sounds kind of interesting (or 6 if you include colorless). What if we made some other changes...

- Make commander death, exile and etc. work like any other creature - no return to command zone.
- Add a win/loss condition: If you have no commanders in play or in the command zone you lose.
- Add a rule that at the end of a player's turn that player takes 1 commander damage if they do not control one of their commanders on the battlefield. (Institute an additional 21-point "personal commander damage total".)
- Possible optional rule: If a player's commander of a given color is not in the command zone or in play, that player's spells of that color cost an additional 1 mana to play.

Not sure if that would be good or bad, but it's an idea. It would definitely be different.

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Posted Wednesday at 15:13

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I like where your minds at but the rules would need a little work.

-Agreed
-I like the idea but there has to be a better incentive to cast them. People would just leave one up there.
-On the right track but a 21 turn clock isn't much of a clock
-I like the idea here too, Maybe even like 2 additional mana until the commander of that color has been cast an initial time.

Yeah, I'm totally considering trying out a deck build for this. If only I didn't have to tear apart all my other beloved commanders to do it right.

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Posted Wednesday at 17:45

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Good point on the 21-turn clock. There needs to be better incentive to cast those commanders. Instead of 1 damage, changing it to 1 commander damage per commander still in the command zone would certainly be incentive, although that is perhaps a bit much and a bit off target. Maybe that doesn't start on turn 1, or, maybe institute healing of commander damage if you have more than 1 of your commanders in play.

I'm sure some smart person out there has the right solution. I'll have to bounce this off my group too.

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Posted Wednesday at 19:49

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By Heliod, this is probably one of the most intense convos in this site! … I like this, seeing people finding out how to break and fix an idea.

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Posted Wednesday at 20:47

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I thought about what commanders I'd use for something like this. Squee jumped immediately to mind and then the others kind of fell in place - https://www.mtgvault.com/oldscratch/decks/5-color-commander/

Without going through all the motions, I think the rest of the deck will kind of build itself. Just add support for the concept of beating people with Yahenni while pumping him and making him unblockable with Rhonas' and Thassa's abilities. Abuse Yahenni's and Teshar's abilities with Squee. Add a couple ways to get Teshar back from the graveyard and Wish spells from Judgment and it becomes pretty hard to run you out of commanders any time soon.

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Posted Thursday at 15:17

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Exactly the type of thing I had in mind. It's pokemon magic! You have 5 pokeballs and the rest of your deck just supports

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Posted Thursday at 16:12

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What about you have your Commander, and the commander has 2 Lieutenants. These have to fit into the color scheme of the commander still, but they obviously don't do commander damage. They also have "lives" so everytime they are removed from the battlefield (i.e. sent to the command zone) they cost 1 more to cast, but once they've gotten to the point of costing 3 more to cast, they are instead exiled.

This way you can have access to a couple extra legendaries, but there are limits to how often they can come in

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Posted Wednesday at 16:08

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That sounds fun. Enables a lot more synergy between cards. It would probably turn into a combo format once abused. But would still be fun if you just honor the don't be a dick rule.

I like lowering the penalty to cast but restricting their cast limit. Maybe even some special rules about having all three out like Commander and Lt's gain banding Lol or Summon a free planeswalker in your commanders color Identity. Idk something fun.

Also a lose con if your commanders run out of "lives".

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Posted Wednesday at 17:54

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Well the commander doesn't have lives, just the lieutenants. but I can see a work around.

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Posted Wednesday at 19:21

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