Well, I can agree on that, and I do consider myself lucky for having a play group which roughly operates in the same power band. I think the difference is that I don't count that as a flaw of the format, but more a flaw of how the format is managed.
I agree with you there. If you didn't have a playgroup operating in the same power band, I would be willing to bet you'd feel more like I do about the format. None of my normal magic-playing friends really have EDH decks, so I usually just play online or with randies at my LGS. It's extremely frustrating when you sit down at a table with a powerful semi-casual/semi-competitive deck, but your staring down one player with a competitive
Grenzo, Dungeon Warden combo deck with consistent turn three kills, another player with a goblin tribal vorthos/flavor deck, and a final player running a deck trying to lock everyone out of the game with
Yosei, Morning Star and
Stolen Identity. I'm not even making that up for rhetorical purposes, I literally had that game about 4 months ago.
Games have to be "regulated" and it's bad to rely on social relations between human beings to have a fun experience with your friends?
Fuck, I've been gaming wrong this whole time. Oh man, this is a really really bad sign for D&D, might be time to retire the old DM screen.
Your missing my point, and comparing D&D with commander is not entirely fair.
First, I'll adress the D&D/Commander comparison. You're trying to do fundamentally different things in D&D and Commander. In D&D, every player is working together to achieve a common goal- surviving the campaign. They do that by working together. A good DM -it is to be hoped- is simply trying to challenge their players, not murder them. The DM doesn't "win" the campaign by killing their players. They win by providing challenging experience. That can include murdering the players, but that's not always the best thing to do. For everyone involved, D&D is mainly constructive. D&D players aren't in need of a social contract for balance because they're all working towards the same goal. If the players ramp up the power level of what they're doing, the DM can adjust on the fly as well.
EDH, on the other hand, is primarily destructive. Sure, the game itself can have constructive elements and times when players must
band together to defeat a common foe, but ultimately, you're all still trying to kill each other. That's also not bad (killing each other is the goal of normal magic, after all), but it requires a different set of rules to balance things out. Without some form of social contract, the game just breaks wide open.
Here is the point I was trying to make originally. When imbalance is not handled correctly, it can ruin a game. Part of the reason why pre EULA Minecraft mini games were so unfriendly to newer or f2p players was because imbalance was treated as a way to make people donate to the servers instead of an interesting game mechanic. There is nothing inherently wrong with the
concept of EDH, but the
execution is heavily flawed. Without a social contract, it is entirely miserable. As I stated earlier, this the general context I have to play the format under if I want to play it- and I'm frankly sick of it. If I thought the format was just trash and I had no vested interest in it, I wouldn't be talking about it. You're not going to see me write a denunciation on Duo Standard or Masques block draft because I just don't care about those formats, and there's not a ton of value in playing them. But commander can be very fun. That's what is so disappointing about it. The inherent imbalance of people's deck construction has a tendency to ruin more games than other formats, and the extra consistency in this ruination provided by some generals really causes the cracks of the format to show. At least when you sit down to play Standard, Modern, Legacy, or even CanLander, you at least have an idea of what your opponent is going to be doing from a power perspective. It won't always be what you expect, but you can plan accordingly. You really can't in any EDH game that isn't with your specific playgroup, provided you even have one of those.
I knew this was going to be a galaxy brain take after this intro, but hoooo boy, I wasn't expecting the "gaming isn't and shouldn't be a social interaction" argument.
That's not what I'm saying at all though. Maybe that's what Erik is going at, although I don't think that's the case. Gaming is inherently a social interaction. But that doesn't mean that social norms should stand in the place of rules. The best games, I would argue, are both social
and have balanced rules. Take Civilization 5 as an example. The game is really well balanced even though the main gimmick is randomly generated worlds and empires with different abilities. If I'm playing Poland and You're playing The Maya, we're going to be having very different game experiences. Not every civ is on the same power level. Carthage, is no where near as good as Babylon. However, the difference in power is more akin to bringing a modern deck to legacy night than bringing
Emmara Tandris to a
Nekusar, Mindrazer game. In addition, the random terrain generation means that you can make up what your civ lacks in bonuses with good city placement and efficient resource usage. Even though imbalance exists in Civ 5, it's not toxic to the game and simply rewards skill. A 4-hour civ game with a bunch of randoms is usually going to end in a more satisfying matter than a 4-hour EDH game with a bunch of randoms.
So to come out and claim - returning to the original point of contention - that multiplayer EDH is somehow "the worst" format (let's set aside issues of heterogeneous preference orderings) is merely a symptom of an impoverished relationship to play! You don't have to adopt the min-max mindset, just as you don't have to build a power-
max cube even if Wizards have printed more powerful cards than the ones you might choose to include. I went off in the same way on some guy posting about how you should always betray people if it's to your advantage in multiplayer games because apparently when you sit down to play a game you all collectively agree to be vicious little utility optimizers. It reminds me of the econ undergrads I teach, it's infuriating.
The whole point of what I am saying is that if you're playing against min-maxers, and you're not playing a min-maxed deck, it's no fun. I can't fully enjoy or appreciate a format where balance is thrown out the window because some people suck. This issue which I have been trying to outline is systematic, you can't fix it by banning cards like you can with other formats. Unfortunately, the format sucks without social contract. That's why I don't like it in practice- it's fundamentally broken. You
have to fix it yourself to have an enjoyable experience. That doesn't make the format as a whole bad, but out of the box, it's not really workable.
I love the concept of EDH. Having a singleton deck with an overarching consistent factor is a really cool evolution on base magic. It is probably the single most fun format to brew for. However, the lack of balance wrecks things because not everyone is just playing to have fun and that can be very difficult to cope with, especially in the absence of a social contract. Everyone should be able to sit down with anyone else and play a fun game of magic. That can't always happen in EDH for the reasons I have outlined above.