
Understanding the goal of the Philosophy Document helps to provide some clarity on the bannings, rule updates, and any other changes in the format. The Rules Committee have often cited Commander as a 'social' format as opposed to a 'casual' format, putting the emphasis on the gameplay and communication between players. Worth noting in the updated document is the emphasis put on two main ideas: the separation from tournament play and the shared experiences between players. In the announcement, the Rules Committee does clarify the goals and purpose of the Philosophy Document, which is worth reading even for those already familiar with it. The Philosophy Document is a very detailed document, and not something that will be covered here in its entirety. Here’s the quick summary provided from the announcement:Ĭommander Banned List Update, 8 July 2019 Today I’ll try to break it down for you and what it could mean for your playgroups.
#Commander banned list full
Before we even begin, please feel free to check out the full announcement here, because there is a great deal to process. Yesterday we got a whopper of an announcement from the EDH Rules Committee. While Dark Ritual was not banned now because “Initiative had problems outside of Dark Ritual” (it was also seeing play in other UB decks in large amounts), the Pauper Committee has stated that it may go soon.( Iona, Shield of Emeria | Art by Jason Chan) The Ban Hammer Has Fallen As mentioned by Gavin Verhey, this card has been banned in past competitive MTG formats for enabling powerful spells too far ahead of the curve. This discussion, alongside featuring the Initiative, has undeniably shone a light on Dark Ritual. Read More: MTG Will Be Getting Folding Triple-Faced Cards Dark Ritual on the Chopping Block If these remain problematic, they may be banned at the end of October. That said, Gavin Verhey and the rest of the Pauper Committee have stated that they may also need to be banned. There are still some Initiative cards available in the format, but these all cost more than four mana, do not provide bodies that can help you retain the Initiative, and are exceedingly harder to cheat out using Dark Ritual and Lotus Petals. Not only are these cards exceedingly easy to cheat out with Dark Rituals and Lotus Petals, but they also provide a body that can easily protect your Initiative. From there, through card advantage, free Lava Axes, and the ridiculous Throne of the Dead Three final room, you can win the game easily. This likely results in a format where Initiative is the only viable deck. In a situation where other players play Initiative cards to steal it or actually manages to connect with a creature, then you can play yet another Initiative card to take it back. Therefore, the Initiative player can win the game by venturing into the Undercity over and over. It is tough to deal combat damage to a player with a 1/4 on turn one or two in Pauper. Vicious Battlerager and Aarakocra Sneak, in particular, have very defensive stats.

The whole point of Turbo Initiative as a Pauper deck was to try and get out creatures that trigger the Initiative as quickly as possible. To stop a player from venturing into the Undercity every turn, your opponent must deal combat damage to you. We go more in-depth into the Initiative here.

As such, that player gets to venture into the Undercity once. Should someone deal damage to the player that currently has the Initiative, they gain it. The rest of this mechanic functions similarly to Monarch, another powerful mechanic in the Pauper environment.
