Ok, so let’s get to it: I want to write a mailbag article.

However, this requires planning and forethought, and I’m Mr. P, so neither of those things happened.  Instead, I’ve decided to write a preliminary mailbag article based on questions I made up for myself to answer. (This may or may not also double as a compilation of ideas I’ve had that are not good enough to write entire articles about.)

So anyways, the purpose of this article is to drum up excitement for an actual mailbag article, which will probably work best if you stop reading right now.

Let’s do this.

Dear GDC,

Why does Archenemy suck so bad?

MR. P: Archenemy sucks so bad because all that it really does is accelerate games into a state that they were naturally going to achieve anyways (everyone trying to shut down one player, usually the mono-green or mono-blue player), except that it puts the game into that state substantially before anyone can do anything about it.  Typically, by the time it devolves into everyone against Mr. P, it’s turn ten or so and people have enough lands in play to play their Wrath effects or whatever. 
There is simply no upside to creating this same game state on turn two.  (Quick, ask me about that time that Archenemy game Mr. P a turn-one Mindleech Mass!)

Dear GDC,

Why do y’all complain so much?

MR. P:  EDH players in general complain a lot because we have chosen to play this format for selfish reasons, and we are very protective of that.  We play this format because we want to have fun, and fun is by nature arbitrary and subjective.  Since there is no clear metric for assessing fun, we end up measuring the success of games of EDH based on feelings, and feelings are what make people complain.  If you could judge a game of EDH based strictly on whether you won or lost,  it would be much easier to evaluate, but most of us have won games that seemed unsatisfying and lost games that seemed awesome.  It’s complicated.

We in particular complain a lot because Cassidy purchased this domain name and because we can.  Awesome!

Dear GDC,

Why is it difficult to come up with an “original” deck idea?

MR. P:  It’s difficult to come up with an original deck idea because most of the “original” things that people are doing in other formats involve finding combos, and building an EDH combo deck will probably not impress that many people.  I’ve seen some awesome things coming off of Travis Woo’s Facebook page, but doing similar things in EDH is kinda less awesome (sorry.)

Dear GDC,

Why won’t anyone play Planechase with poor old Mr. P?

MR. P: Part of it is from the fact that Planechase does nothing but add randomness to the format, but the real kiss of death for Planechase is lack of familiarity with the format in general, and with the planes in particular.  EDH board states are already complicated, and having to evaluate and consider an additional factor is a huge pain in the ass. 
Additionally, since most people don’t know what all of the planes do, what generally ends up happening is either:
1) people don’t roll the planar die ever, or
2) players roll the planar die every turn until they get to a plane that has a fairly innocuous effect, and then everyone stops rolling the planar die.

Dear GDC,

Why do you hate Boundless Realms so much?

MR. P: Ok, so I don’t exactly hate Boundless Realms as much as I recognize it as a card that has permanently changed the way we think about ramp, which is to say it changes the way we think about deck building.  If you go back to the early days (and I mean the EARLY days, as I remember reading this in my copy of the Magic: The Gathering Pocket Player’s Guide from 1994), one of the things that was identified as a defining rule of the game was that you could play one land per turn.  Now, I know that this was also 1994 when there were lots of other things that have since changed, but in the ensuing nineteen years red, blue, and black have still picked up exactly zero ways to break this rule, white has picked up a few of very weak ways to put a plains into play tapped, and green has picked up 900,000,000,000 things that allow you to break this rule.  And if Rampant Growth breaks this rule, then let’s not even discuss what Boundless Realms does to it. 
And, truth be told, it’s starting to feel like ramp is just clearly the best non-combo strategy, and that makes things a bit stale.

Also, Boundless Realms takes a long time to resolve, and leads to seemingly insurmountable board states, and makes playing land destruction seem reasonable, none of which are great.

So, um, yeah.


Hey, you know what would be great?  If you asked us some questions! 
Here’s the deal: send us questions you want us to answer, and Cass and I will get right on it as soon as we have enough questions to fill an article.

By the way, how would you have answered these questions? Get at us, world!  COMMENT!

Thanks for reading! Y’all are beautiful!


->Mr P