How Long Should a Commander Game Last?
The often-asked question, “How long should a Commander game last?” doesn’t have a single, definitive answer, but we can establish reasonable expectations. A typical Commander game, designed for four players, should aim for a duration of approximately 20 minutes per player, translating to around 80 minutes total. This timeframe allows for a fulfilling gameplay experience with plenty of strategic maneuvering and social interaction. However, several factors can influence game length, leading to shorter, or sometimes, much longer matches. Let’s delve into these aspects and also address common questions about Commander game duration.
Factors Influencing Game Length
Several elements can affect how quickly a Commander game progresses. Understanding these can help players adjust their playstyle or deck construction to aim for the desired game length.
Deck Power Level
The power level of a Commander deck is a primary determinant of game duration. Highly optimized, “cEDH” (competitive Commander) decks, often built to execute powerful combos or quickly establish board dominance, can often end games in seven or eight turns or even earlier. These games frequently bypass the traditional “mid-game,” leading to much shorter playtimes. Conversely, more casual or less optimized decks might take longer to establish a win condition, extending the game further.
Aggression and Combos
The degree to which players focus on aggression or combo-based strategies drastically alters game length. Aggressive decks, aiming to reduce opponents’ life totals quickly, often lead to faster games. Decks that prioritize combos, which can lead to immediate victory under the right conditions, can also shorten the game if the combo pieces are assembled quickly. Slower, more controlling decks typically extend the game as they focus on disrupting opponents and accumulating resources.
Board Wipes and Control
The inclusion of board wipes and other control elements can significantly impact the tempo of the game. While these cards prevent aggressive strategies from running away with the game, they can also reset the board state repeatedly, sometimes leading to a longer game duration. Games with many board wipes often devolve into a “top-decking” scenario, where players are reliant on drawing powerful individual cards to gain an advantage, extending the match.
Player Experience and Decision-Making
The experience level of the players at the table can also influence game duration. More experienced players, who can make quick and efficient decisions, tend to move the game along more rapidly. Newer players may take longer to analyze the board state and determine the best course of action, naturally extending the game. Decision paralysis, where players are unsure of what move to make, can also be a factor.
Social Dynamics
Finally, social dynamics at the table play a role. If a group of friends is more focused on chatting and socializing than intensely competing, this can slow the game down. In contrast, a group of players with a focus on winning will often play more efficiently and quickly, leading to faster games.
Adjusting Game Length
While a 20-minute-per-player average is ideal, there are ways to adjust games based on player preferences.
Pre-Game Discussion
Discussing expectations before the game begins is crucial. Players should agree on the desired power level of decks to be played. A simple “Are we playing casual or trying to win?” conversation can set the tone for the entire game. This discussion ties in with Rule 0, an unofficial Commander rule allowing players to modify the rules of a non-competitive game, provided everyone agrees before the match starts.
House Rules and Playgroups
Establishing house rules within your playgroup can also contribute to more enjoyable and consistently paced games. Some playgroups might have restrictions on fast mana or infinite combos to prevent games from ending too quickly. Customizing the rules to suit the needs of your group can lead to a more enjoyable experience for everyone.
Managing Clock Awareness
Being aware of the clock can be helpful. While casual play is preferred, mindful of how much time has passed allows you to make adjustments mid game if needed. You might opt to stop taking extended turns or move to a “final” push to end the game.
Frequently Asked Questions (FAQs)
1. What is the typical deck size for Commander?
A Commander deck consists of 99 cards plus one commander card, totaling 100. If using a companion, that card is not included in the main 100 card deck but is treated as a 101st card.
2. How much life do players start with in Commander?
In a standard four-player Commander game, each player begins with 40 life. However, in a Duel Commander (1v1) format, players start with 20 life.
3. What is the “8×8 Theory” in Commander?
The 8×8 Theory is a deck-building approach where you choose 8 effects you want to see and then include 8 cards for each effect, along with your commander and lands to create a focused 99 card deck.
4. What is the “75% Rule” in Commander?
The 75% rule refers to building a deck that is optimized but not fully competitive, focusing on fun and gameplay experience rather than solely on winning.
5. Can you play Commander with only two players?
Yes! Duel Commander is a popular 1v1 format where players begin with 20 life, but follow the basic rules of Commander with the addition of a different ban list.
6. Is Commander a singleton format?
Yes, Commander is a singleton format, meaning you can only have one copy of each card, except for basic lands and cards that explicitly allow multiples.
7. Are all Magic: The Gathering card sets allowed in Commander?
Yes, Commander is an eternal format, meaning all cards from all sets are allowed with the exception of acorn cards.
8. How many lands should I include in my Commander deck?
A typical Commander deck will have between 33 and 42 lands, with adjustments made depending on the commander’s mana cost and the deck’s overall mana curve. Some decks can take it higher, for example, a deck utilizing a heavy landfall mechanic may aim for 45 to 50 lands.
9. How many board wipes should I have in my Commander deck?
Aim for around three to four board wipes in a typical Commander deck. Too many can lead to a slower game, while too few could leave you vulnerable to aggressive strategies.
10. What is Rule 11 in Commander?
Rule 11 dictates that the only cards allowed to be brought into a game from outside of the game are Companions.
11. What is Rule 0 in Commander?
Rule 0 is an unofficial rule allowing players to modify the rules of a non-competitive game, provided everyone agrees to the changes before the game starts.
12. Why is Commander so popular?
Commander’s popularity stems from its casual nature, allowing players to express themselves with creative decks and enjoy social interaction, making it more approachable than highly competitive formats.
13. What is the least played Commander?
Some of the least played commanders include Sun Quan, Lord of Wu, and Dragonlord Kolaghan.
14. How many players is Commander designed for?
Commander is designed for four players, where each player plays with a unique deck.
15. How does commander damage work?
If a player has been dealt 21 points of combat damage by a particular Commander during the game, that player loses a game. However, Tiny Leaders format ignores this rule and reduces the starting life to 25 instead of 40.
Conclusion
While a target of 80 minutes for a four-player Commander game is a good benchmark, the actual duration can vary significantly. By being mindful of factors influencing game length, communicating expectations with your playgroup, and utilizing deck building strategies, you can achieve the desired gameplay experience. The beauty of Commander lies in its flexibility, encouraging players to adapt and enjoy the game on their own terms.