How long should a game of Commander take?

How Long Should a Game of Commander Take?

A typical game of Commander, also known as EDH (Elder Dragon Highlander), should last roughly 20 minutes per player. For a standard four-player game, this translates to approximately 80 minutes. However, it’s important to understand that this is just a guideline. The actual duration of a Commander game can vary significantly based on several factors, including the power level of the decks, the experience of the players, the specific strategies employed, and the presence of game-altering cards or combos. A casual game among friends might stretch over two hours, while a competitive match might wrap up in under 45 minutes. The key is to foster an enjoyable experience, not to adhere rigidly to a specific timeline.

Understanding the Factors Influencing Game Length

Several elements can cause a Commander game to run longer or shorter than the estimated 20 minutes per player. These include:

Deck Power Level

The power level of decks plays a crucial role in determining game duration. Decks designed for competitive EDH (cEDH) often focus on assembling powerful combos as quickly as possible, leading to shorter game times, sometimes under seven turns. Conversely, more casual decks with intricate strategies and slower win conditions will naturally require more time to reach their goals. These decks tend to interact more with each other, which also increases the game length.

Player Experience

Experienced players, familiar with their decks and the format’s nuances, can make faster decisions and execute their strategies more efficiently. This can lead to a quicker game. In contrast, newer players might need more time to think through their options, read cards, and manage the complex interactions present in Commander, which could extend the game’s duration.

Board Complexity

The complexity of the board state can significantly impact game length. Games involving numerous creatures, enchantments, and artifacts often require more time for players to assess threats, make tactical decisions, and keep track of various ongoing effects. When one or more players are running board-wipe heavy strategies, the game could potentially take longer.

The Presence of Combos

Decks relying heavily on powerful card combinations (combos) can often end games abruptly. These combos can come online relatively quickly, shortening game times. On the other hand, decks that don’t rely on combos often lead to slower, more interactive games. The presence of “double-strike”, “double damage”, or additional attack steps can also accelerate game progress, potentially ending the game by turn seven or eight.

Interaction Levels

The level of interaction between players influences how long the game takes. If there is a lot of removal, counter-magic, and general interruption, the game will tend to go on longer as players try to fight back and gain a foothold. When decks are built with minimal interaction, there is usually one player who gets ahead early, and the game can close out quickly.

Aiming for an Enjoyable Experience

Rather than focusing on sticking to an exact time limit, it’s better to aim for an enjoyable and engaging experience for all players. Here are some things that can be done to help achieve a satisfying game length:

  • Pre-game discussions: Have discussions about desired power levels and general goals before the game begins. This helps ensure everyone is on the same page and reduces the likelihood of a mismatch in deck strengths.

  • Focus on interaction: Encourage players to include cards that promote player interaction to keep the game interesting and avoid quick wins. This leads to longer and more engaging games.

  • Adjust expectations: Understand that some games will be shorter or longer than others, and that is okay. The goal should be to have fun and explore the depth and variety of the Commander format.

  • Use Rule 0: Be open to modifying the rules, or using “Rule 0”, to suit the preferences of your playgroup, including adjusting the starting life totals, or allowing certain cards or strategies that are typically restricted.

Frequently Asked Questions (FAQs)

1. Why is Commander supposed to be a 4 player format?

Commander is designed for four players to provide a dynamic, engaging, and social experience. Multiple opponents create more complex board states and encourage more interaction and diverse strategic challenges. This is part of what makes Commander such a fun format.

2. What is the optimal number of lands for a Commander deck?

Typically, you should aim for 35 to 40 lands in a Commander deck. However, if your deck has a heavy emphasis on land-based mechanics, such as “landfall” or “lands matter”, you may want to go as high as 45 to 50 lands. You can also cut a land for every three to four cheap card draw spells or mana dorks you have in your deck.

3. What should the ideal mana curve look like in a Commander deck?

The majority of your spells should fall in the two, three, and four-mana slots. You should include a limited number of one-mana and five-plus-mana spells, but having a balanced mixture of two, three, and four-mana drops is most important for a smooth mana curve.

4. How does starting at 40 life impact the game length?

The starting life total of 40 gives players more room to maneuver, allowing for more complex interactions and greater card combinations. This helps extend the game and helps prevent quick losses in the early turns. This leads to a more casual and enjoyable experience.

5. Why is White often considered the weakest color in Commander?

White is often considered the weakest color in Commander due to its lack of card advantage, card selection, and mana ramp. It tends to focus more on control strategies but lacks the raw power of other colors.

6. Why is “Flash” banned in Commander?

“Flash” was banned in Commander due to its ability to enable extremely powerful and quick combos, particularly with the card “Hulk.” This led to very fast and unfun wins, which goes against the casual spirit of the format.

7. How many lands should you have in a 60-card deck?

Traditional Magic decks often have 24 to 25 lands in a 60-card deck. This has proven to be a reliable structure for many years.

8. What is a good ratio of spells to lands in a 60 card deck?

For a 60-card deck, you can start with a split of 24 lands and 36 spells. Aggressive decks will use more creatures, while control decks will use more removal spells and big late game threats.

9. What is “total mana value”?

The mana value of an object is the total amount of mana in its mana cost, regardless of color. For example, a card with a mana cost of {3}{U}{U} has a mana value of 5.

10. How many creatures, instants, sorceries, etc. should you have in a commander deck?

The ratio of card types will vary greatly based on your deck goals. You should adjust card types based on the desired strategies you are trying to execute. There is no hard rule for the perfect ratio of creatures, instants, sorceries, enchantments, and artifacts.

11. What is the rule 0 in Commander?

Rule 0 is an unofficial rule that allows players to modify the rules of a non-competitive game, provided that everyone participating agrees to the changes before the game begins. It’s similar to “house rules.”

12. Is it okay to include banned cards in a casual commander game?

Using a card on the banned list is acceptable as long as everyone in the playgroup agrees to allow it. This should always be discussed and agreed upon by the entire group before the game starts.

13. What cards are currently banned in Commander?

Some notable cards currently banned in Commander include: Expressive Iteration, Field of the Dead, Kethis the Hidden Hand, Mox Amber, Edgar Markov, Edric Spymaster of Trest, and Emry, Lurker of the Loch.

14. Is Magic: The Gathering more complex than other card games?

A recent study confirms that Magic: The Gathering is the most complex real-world game known. This is due to the large number of cards, interactions, and strategies available in the game.

15. Is Magic: The Gathering beginner-friendly?

Yes, Magic: The Gathering is beginner-friendly, particularly when you get help from existing players. Wizards of the Coast offers beginner decks and resources to help new players learn the game. There are plenty of resources out there to help anyone get into the game.

By understanding these factors and frequently asked questions, you can better appreciate how long a game of Commander should take and how to enhance your gameplay experience. Remember, the primary goal is to have fun and engage in a memorable game with friends.

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