Presenting: Pickup Commander
Hello everyone.
Pickup Commander is a custom Commander format that I've been working on for a while, and now feel ready to present to you for initial feedback. It's an alternative to WotC's official bracketing system which is intended to provide the necessary structure for Fun and Fair Magic at Commander tables with (semi)random players, as well as help players (regardless of familiarity) to match up their decks. The format's name is derived from 'pickup football' and is meant to evoke the spirit of a format that anyone can just 'pick up' and start playing without running into major issues of skill or experience. I hope you enjoy the fruits of my efforts, and I look forward to reading some of your thoughts.
The Pillars
Pickup Commander consists of two major pillars: an extensive 1) Banlist and three 2) Brackets. The format's banlist is extensive, and is designed to set up an ecosystem that evokes the type of Fun and Fair Magic that just about anyone can enjoy and understand when they sit down to play Commander. The banlist is directed specifically towards 'untrusted' play with people you don't know (well), and is geared towards creating an experience that is enjoyable without relying on the opportunity, ability and intention of other players to help create that experience. The format's brackets are a conversational tool intended to try and help players match up their decks at a table. They are geared towards players with a shared desire for every player at the table to enjoy themselves, and cannot reckon with players who don't have the opportunity, ability ánd intention to use that system properly. If someone wants to deceive you and pubstomp, the brackets will not save you from a frustrating experience. They will, however, help you determine if a player was being deceptive, so you can avoid matching up with them again.
Alongside its two major pillars, Pickup Commander relies heavily on Rule Zero conversations. For sitting down with randoms, all players involved should adhere to the banlist and brackets by default, BUT players are always allowed to affirmatively argue their case if they want to diverge from those default barriers, following the spirit of Rule Zero. Banlists and Brackets can be very powerful tools for any pod, but they're far less important for trusted play, where there's a social contract and rapport present that helps structure the ways in which players build and pilot their decks: you should always feel free to play however you want, given everyone else involved can make an informed decision to agree to it.
The Banlist
Pickup Commander uses an extensive banlist because problem players in the format are problem players precisely because they lack the opportunity, ability or intention to adhere to the 'spirit' of whatever type of play a table is looking for overall. For this reason, a rigid and specific banlist is preferable over loose guidelines that require interpretation. Whenever a player believes that a card they want to play does NOT violate the spirit of whatever bracket their table wants to play at, they may simply argue their case following Rule Zero. In the absence of that conversation though, players of this format may not include cards in their decks that fall under the following categories:
- Reserved List: If WotC does not want to reprint a card, players should not have to recon with its inclusion in the format. Cards that are played in the format should be available to all players, and while proxying is helping to alleviate this issue, a banlist should still reckon with it.
- WotC Banlist: All cards that are currently on WotC's banlist are also banned in Pickup Commander. Remember you can always deviate from any banlist using Rule Zero.
- Game Changers: Pickup Commander does not use a game changers list and these cards are simply problematic too often to leave the decision of their inclusion up to random players.
- Superstaples: Certain cards just make their way into just about any deck their legal in. Some of these are problematic because of their relative power level (Sol Ring, Arcane Signet, Command Tower), but mostly they're just really repetitive in ways that harm deck diversity. Please don't downvote this entire post just for this paragraph okay? Let's talk about if this should even be a criterium in the comments.
- Free Spells: Spells should probably be expected to just cost mana when playing Pickup Commander. Looking at an opponent's board and seeing they're 'tapped out' should be a safe reason to think they won't be able to respond to your actions (from their hand). Stuff like Fierce Guardianship and Force of Negation don't break the format, but they don't fit the spirit of pickup Magic.
- Fast Mana: Similarly to free spells, fast mana should be kept out of the format because of how severely they warp the pace of play. There's the previously mentioned Sol Ring, but even stuff like Mox Opal and Mox Amber accelerate the format in ways that keep creating problems.
- Fetchlands: Finally, no fetchlands. Not because they're mana fixing, but because they think decks, fill graveyards and enhance landfall strategies; all without even fitting with the existing color identity rules. Leave these up to the Rule Zero high-power tables.
- <Your Suggestions Here>: I haven't put in the work to write out the actual list of cards; what do you think should be on there, based on what this post argues?
The Brackets
I like brackets when they're used as conversational tools for anyone matching up decks at a table. Unlike the banlist though, brackets are somewhat nebulous; it's hard to pin down exactly where a deck ends up. Instead of looking at decks' play patterns in the way WotC has attempted, I've opted for an approach that emphasizes the turns at which a deck enters a new phase, given it's allowed to mostly do its own thing without being disrupted.
Rather than five brackets, I've opted for only three. I believe WotC's Bracket 1 is unnecessary because all those decks care about is showcasing and/or doing their Thing; which all fit into Bracket 2 just fine. WotC's Bracket 5 is unnecessary as well because all those decks fit into Bracket 4 just fine as long as all players involved mention that they're trying to play the strongest decks possible, and any meta considerations only come into play for dedicated play groups who don't need a separate bracket to track those. So, three brackets.
I don't have official names for them yet, so I'm currently going by 1) Setting Up, 2) Paying Off and 3) Finishing Off. These names indicate the range of turns within which a deck is either setting up their strategy, starting to pay off their strategy and hit the game-ending (critical mass/unstoppable) stage of their strategy respectively. The goal for bracketing is to match up decks that have similar enough play patterns that all players feel like they're able to keep up, affect the game and have a shot at winning it without it being a total fluke, nor guaranteed. So each bracket is based roughly on three numerical ranges of turns that a deck can be expected to set up, pay off and finish off when left to its own devices throughout. Based on my testing so far, I think the brackets should look something like this.
| Brackets x Turns | Setting Up | Paying Off | Finishing Off |
|---|---|---|---|
| Bracket 1 | Turns 3 - 7 | Turns 8 - 10 | Turn 11+ |
| Bracket 2 | Turns 2 - 5 | Turns 6 - 8 | Turn 9+ |
| Bracket 3 | Turns 1 - 3 | Turns 3 - 7 | Turn 7+ |
Numerous decks will not fit into any of these brackets perfectly, which is why you have to treat them like a conversational tool and use some common sense. Eg having a longer Setup time is not as problematic as having an especially quick Finisher for instance. Generally, these brackets should be designed in such a way that it's easier to figure out which decks play well together so everyone is able to contribute to the match's outcome and/or have a good time.
Obviously there's a lot more to be done to really make this approach pop, but I'm reasonably happy with it so far. What do you think of it? How do you think it could be improved? Do you even think this type of approach makes sense? I hope to read all about it in the comments.