Defending the Commander Social Contract

Category: grumpy old man

Reinventing The Commander 2015 “Seize Control” Pre-Con, Part 1: Now With 100% More Sarcasm!

Just for the hell of it, I’m not going to complain about things this week.

Okay, that’s not totally true.  I’m absolutely going to still do that.  So…yeah.

Let’s try this again from the top.

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Because New Set (Alternate Title: Complaining About New Cards – Shadows Over Innistrad Edition)

I woke up today, hoping desperately that the Commander Rules Committee was going to do something big and sweeping to the Banned List just to shake things up, because nothing gets people talking like a good B&R update, right?

Sadly, it was not to be.  Fortunately, Shadows Over Innistrad hits shelves this coming weekend, and many of you already hit up the prereleases this past one.  As a result, my ‘Grumpy Old Man’ sense is tingling after all.

Let’s do this.

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Grating Expectations

I don’t think I “get” EDH anymore.

Maybe it’s survival of the fittest; ‘adapt or die’ is a real thing in any Magic format – even a casual one like this.  I’m starting to think that something in my head worked its’ way loose somewhere along the way, and is now just hanging disconnected in the clutter up there; while the cool kids are jamming Commander 2015 product to their hearts’ content, I’m busy lamenting poor design choices (ones that everyone else seems to love – Hey there, Experience Counters!) and sadly rebuilding Kresh the Bloodbraided for the eleventh time with roughly 85 of the same cards I used the last time I had this dance.

And then promptly getting wrecked by Ezuri, Claw of Progress and Sage of Hours.  That’s synergy, folks!

Here's what I think of your Meren/Fleshbag Marauder loop.

Here’s what I think of your Meren/Fleshbag Marauder loop.

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The Problem With New Commander Players (From A Grumpy Old Players’ Perspective)

There’s a very real learning curve that most Commander players will follow as they become acclimated with the format. It’s safe to assume that most everyone reading this will be somewhere on this timeline right now; put simply, everyone starts with a preconceived notion of what Commander is, and that view then changes the longer they play the game.

Usually, this vision is most affected by what is and isn’t acceptable to those people a player shares a metagame with; put simply, the longer you play Commander, the more you develop a feel for what you want out of a game, and that should shine through your communication, deck construction, and actions, until everyone in your metagame reaches a rough parity. This is the Social Contract at work.

That said, what happens when a new school of players enters into an older metagame? Well, it can often be problematic. (Ask me how I know.)

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What Sheldon Got Wrong – A GDC Response to “The Social Contract”

Recently, Sheldon Menery posted an article on about what the Rules Committee (RC) is trying to do with the format as of late. We would like to thank Sheldon for taking the time to try and clarify goals of the committee, and the theory behind how decisions are made; without his willingness to be open, we couldn’t have a proper conversation on the topic of the role of the RC as it applies to the current state of Commander.

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Black Sheep – Forum Rant



EDITOR’S NOTE: We couldn’t be any happier to have Sean return to his Black Sheep form with this rant. Bask in it. 

Spike players are terrible at commander.  Usually this is because they simple have no concept of how to have fun and spend too much energy trying to win every game, missing the predominant dynamic of the  group environment.  The irony of it, they work so hard and emphasize winning over relaxing so much that they don’t have as much fun (fail number one) and they still end up not winning much (fail number two). Terrible all around.

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Why EDH Sucks In 2014

A Grumpy Old Man Jam


(EDITORS’ NOTE – The writer is mixing up some solid criticisms with some solid witticisms in this one. Please make sure your sarcasm detectors are fully-charged and properly calibrated.

You have been warned.)


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Grumpy Old Man – Part Infinity: The Culling and I Hate Conspiracy

Change is a powerful thing. I have the Japanese kanji for “change” tattooed on my right chest in black, with a red circle background. I like to think that it’s here as a guiding factor in my life, so that I always understand that change is a constant. Really, I got it tattooed there after a very recent ex-girlfriend got the same tattoo. I figured she’d never see it anyway, and it would just be my way of still staying connected to her or some crap like that.

Kids do dumb things sometimes.

It went on to be a focal point on one of my band’s albums. I’m not sure I remember the reason, but in my poor little twenty-something brain, it felt like some sort of spiritual confluence. It was “right” somehow.

God-bless youthful exuberance.

One of the secrets of growing older is that with age comes the development of a sense of simplification. There are lots of things that matter when you’re eighteen; when you’re thirty-seven, you can narrow that list waaaay down. I want to believe that it’s a matter of perspective, but I think it might actually be that old people are just tired of the BS.

I used to worry about opinions and great social injustices and the effects of climate change on indigenous plant life on Zimbabwe. Now, I worry about paying bills and having beer in the ‘fridge. I can’t wait to get old enough that I can get away with taking off my pants in public and crying during beer commercials.

(I may already do one of those things from time to time.)

Anyway, the point of all of this is partially to illustrate the joys of the middle-age wandering mind, and more importantly to talk about the fundamental reason EDH is awesome – care-free expectations.


The secret to EDH for me is the pace of the climate. Standard is cutthroat; Limited is frenetic. Vintage feels like getting dropped into Clash of the Titans, while Legacy feels angry that Modern is stepping on its toes all the damn time.

EDH is like sitting in an Adirondack chair in the backyard in late Fall, wearing your favorite sweater and enjoying a lovely cigar. It’s nice, relaxing, enjoyable, and most importantly, it sticks with you even after you gargle with Listerine a few times. It’s not rushed, and the entire point is to take it all in and enjoy it for what it’s worth. The good games are good, and even the bad games are still worth talking about.

No drama. Just fun.


I think I’m having a mid-life crisis. I did the unthinkable last week; the culling of the decks.


The truth of the matter is that I find my playtime limited these days, so I want my games to count. I discovered that I would be well served by really focusing on the decks that I enjoy and play all the time, which I made possible by weeding out the rest of the stuff that never quite gets there, or never even gets taken out of the bag to begin with.

Also, my back hurts when I drag the whole bag to and from the card shop to my car. Worth noting, I think.

The Ones That Made It:

Kresh the Bloodbraided – Good old Kresh. Everyone needs a screaming aggro blitzkrieg, so I took parts of Xenagos, God of Revels (Sheer Ridiculousness) and wedged it in there. Highlights: Xenagos himself. Berserk. Sneak Attack. Phyrexian Dreadnought.

Prime Speaker Zegana – I’m taking her back to well-documented GenCon Combo-Breaker status. The current count of missing foils: 13. (Five Zendikar full-art Islands and Forests each, a Misdirection, and Misty Rainforest. Oh yeah…also Force of Will.)

Angus Mackenzie/Roon of the Hidden Realm – These two continue to cohabitate the command zone like a proper played-out buddy-cop drama. Grizzled veteran, meet young blood. (And yeah…Roon is better. Sorry, Angus!) Sometimes, you just need to bust out Aluren and Man-O’-War.

Hazezon Tamar – On the one hand, I hate token decks, and I always take them apart. On the other hand, I love being able to slam my fist on the table and scream “Delayed trigger! DELAYED TRIGGER!” just to scare the younger players. Recently added – Ice Cauldron. Just to ensure that someone calls a judge every time I play this thing.

Eladamri, Lord of Leaves – I’ll be damned if this thing isn’t my most favorite deck right now. It’s elves…but then you get moments when Concordant Crossroads, Door of Destinies, and Coat of Arms is in play, and you’re drawing extra cards off of Font of Mythos. Three mana later, and someone is getting the business end of a 14/14 Llanowar Elves. Someday, I will live the Helix Pinnacle dream with this deck.

Zedruu the Greathearted – I dismissed this thing as an exercise in theorycrafting, and it has ended up being the most memorable of my decks in the past year. I can’t thank Sheldon Menery enough for the concept. I find myself price-shopping Beta Smoke because of this deck, and that’s pretty awesome.

Sharuum the Hegemon – She’s back…again. With all the new players in the shop, I look forward to having to explain to at least one person each time I play it that it doesn’t go infinite in any way shape or form, and that instead they need to fear my Guardian Beast and Mycosynth Golem. Here’s hoping it doesn’t suck this time around.

Hanna, Ship’s Navigator – I couldn’t very well tear everything down without building something new. Hanna makes the scene as the new enchantress deck in my quiver, because I’m dying to play Moat[card/], [card]Opalescence, and Archetype of Imagination.

No more Melek “all the spells”. No more Sigarda “the other Enchantress”. No Thraximundar, no Memnarch, no Ghost Council 1.0. All gone. I even killed off mono-white angels.

Here at GDC, boredom reigns supreme!


I live in rural New England. We’re an environmentally-conscious community who experiences some pretty brutal winter weather. Naturally, it is only logical that I trade in my dependable and sensible Subaru sedan for a 425-horsepower rear-wheel-drive muscle car with 20” wheels.

This seems like a good idea to me.

Outwardly, I’m reconciling the decision to the fact that my wife has an all-wheel drive minivan, and we commute together. I won’t miss work in bad weather, and I have a fun car for the weekend. Inwardly, I’m looking forward to 14 miles per gallon and flipping off Prius drivers with “Shop Local” bumper stickers on them while I do nice, smoky burnouts in second gear at highway speeds.

Note to self: tell the wife the first part, not the second one.


It’s official – I’m the only person on the planet who didn’t enjoy Conspiracy. And yeah, “hate” is a strong word. The official party line is that I do not enjoy the format at this juncture, and I look forward to further engagements with which to alter my opinion.

Quick story – My one and only experience was a home draft at Mr. P’s house. I drove an hour and fifteen minutes each way for it. I then totally forgot to keep in mind the fact that it is a multiplayer format, and drafted a monster of a R/G beats deck that would kill in a 1v1 environment. I opened a Reflecting Pool for value. Then, we sat down, and I was killed on the sixth turn by a player running triple Muzzio’s Preparations. Turns out it says “card”, not “creature,” and all of those 4/4 flying spirit tokens were much smaller, since you can’t name “spirit” and get the bonus.

So yeah…equal parts “I suck at drafting it” and “RTFC, everyone!” But I digress.

  • My big fear with this set is that people will bring to the table expectations in line with their particular gaming preferences, and that these will clash heavily and create some bad blood. In specific:
  • EDH players like casual multiplayer games. Conspiracy is touted as a fun casual multiplayer format.
  • Limited players like the skill of drafting a deck that will be the most efficient at defeating his/her opponents. Conspiracy is a draft format.
  • My empirical evidence sucks, but I know when I was eliminated, I was irritated that I was killed off on turn six. Aren’t multiplayer games supposed to be fun, not cutthroat?

If they’re EDH games, yes. The lesson? Don’t confuse the format for something it isn’t, and it’ll likely be fine. Or savagely rare-draft foil Misdirections and stuff.


…because this is getting a bit long, I’ll wrap it up for now. I know this is disjointed and all over the place, but that’s the point. If you’ve learned anything today, I hope it is one of the following things:

Man, people make no sense sometimes.

EDH is like smoking and drinking mouthwash.

Dodge Challengers have a backseat, so the car-seats still fit. Also, the terrible rear visibility will prevent the kids from seeing daddy flipping off nice old ladies.

Tattoos are forever. Teenage angst, thankfully, is quite temporary.

If you have opinions, base them on fleeting experiences that don’t actually resemble anything close to what they should. Defend them with fierce (and totally misguided) conviction.

Hope I’m passing to you in the next draft you’re in.


If you feel like it, answer one or more of the following below:

1. Because the deck-building bug bites quickly and symmetry is three decks to a fat pack box, what is my lucky ninth deck going to be?

2. What was your experience with Conspiracy? Did it meet and exceed your expectations, or fall a little flat?

3. Should your humble author actually go ahead with the musclecar purchase?

4. Is your humble author losing his mind?

5. In a single word, what is EDH to you?



Grumpy Old Man – Prerelease Lamentations

(Editor’s Note-

Grumpy Old Man is a new column that Cass will be breaking out from time to time to…well, complain about things.  It should not in any way be mistaken with the regular content Cass provides when he…well, complains about things. 

But hey…the man has roots to go back to once in a while.)

I didn’t go to the Journey Into Nyx Prerelease this past weekend.  What’s worse, I didn’t particularly care that I missed it.  I checked Twitter all of once all weekend, and just went on with my business – cleaning the house and riding bikes with my son and grocery shopping and sleeping in my armchair in front of the television.  

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The New Year at GDC: ‘Points-Style’ EDH, and a grumpy old man complains about traffic…

Happy New Year and welcome back to GDC!
I hope everyone had a fantastic holiday season.  I’m excited to be back; I love a good holiday as much as the next guy, but I’ve managed to max out several comfort thresholds, such as the “No more godd@#m car trips!” threshold, the “The hell was I thinking, going to the mall during Christmas?!?!?!” threshold, and the ever-important ”credit limit” threshold.  It’s a good thing you don’t actually have to pay these things off, right?
Er…moving on!
Seems like a pretty clear-cut poll result this time.  This is how you get your hands on your cardboard addiction:

66% – I buy from online stores
22% – Mostly trades
11% – I buy from my local store
I think these results fall almost exactly where I thought they would.  While I miss the old days of epic trading, it’s pretty clear that the internet has revolutionized yet another aspect of our daily lives.  Some of you are still able to crack open binders on a regular basis, and mad props for that; thanks for keeping the “collectible” in our CCG.  But for those of us who are unable or unwilling (or are just too damn lazy…you know who you are.  And by ‘you’, I mean ‘me.’), it’s a godsend to fire up a browser, make a few selections, and wait for the mailman to arrive.  I’d like to take this opportunity to welcome our new PayPal overlords – thanks for making it so easy for me to spend the grocery money on some more s&#t I don’t really need! 
Good times…
(Remember that House Of Pain jam?  Nor should you…)
One of the things I’ve referenced in the past is that my regular Wednesday EDH game at the local store uses a ‘points’ system.  For those of you unfamiliar, this idea was largely pioneered by Armada Games and well-documented by resident player and EDH Godfather Sheldon Menery in his Star City Games articles.  The idea behind the system is to take the emphasis off of winning the game and place it on enjoying the experience the game provides.  As a result, a list of achievements are created for reaching certain goals or completing certain requirements; the ‘winner’ of the game becomes the person that amasses the most points in a game, rather than the person who is able to take out the other players.  It encourages game-play and interaction, and discourages players from making non-interactive plays and creating decks designed to win quickly and efficiently. 
My first experience with Wednesday EDH night at Worlds Apart in Amherst, MA was a few years back.  I remember it very well; I showed up, paid a $5 entry fee, and was seated at a table with four other players.  I don’t remember what I was playing, but I recall facing Rafiq and Jhoira.  I also recall that the game ended in about five total turns; the first three involved most of us ramping up our mana production, at which time Jhoira suspended Obliterate.  Rafiq immediately untapped and killed the Jhoira player in one swing.  The Jhoira player flew into a rage, complained about how “cheap” the Rafiq deck was, and grabbed his cards and left.  (He never came back to my knowledge)  Rafiq then played Finest Hour, countered the feeble removal the rest of us could muster, and finished us off in the next two turns.  I felt like I’d been robbed.
It didn’t take long for the wheels to start turning.  I knew I wasn’t going to be subjected to that week after week, but I didn’t know what the alternative was.  I also knew that I wasn’t alone, and the attendance at the store was falling off in the face of this regular occurrence.  Fortunately, at about this time EDH was blossoming on a global scale, and Sheldon had begun writing about the Armada league.  It seemed like a natural fit, so I brought the idea up to Patrick (resident #1 friend to GDC), and we drafted a list, presented it to the store.  The following week, Patrick took over running the Wednesday EDH games, and the first revision of our list was implemented.
I’m happy to report that the store has maintained a regular player-base of EDH players ever since, and the list is and has always been a big hit.
(Note: I can’t stress enough the props that are deserved by Armada Games for the system and Sheldon for bringing it to the masses.  We straight-up stole the original list from you guys (including many of the names for achievements), and the credit goes firmly to you.  Thanks much!)
(Jesus…it’s raining terrible songs in here…)
There are three major tenets (in our experience) that go into creating a points list:
1)      Reward players for making interesting things happen, not just for winning.
2)      Reinforce the desired play environment through positive and negative points.
3)      Recognize what works, what does not work, and do not be afraid to adapt.
The first tenet is the meat of the list.  You clearly need to reward a player for being the last person standing at a table, or for being responsible for eliminating another player.  Therefore, some basic achievements need to be in place:

+1: Eliminate another player
+2: Be the last person left in a game
The catch is that some players get the most enjoyment out of watching their deck run rampant over another player, or being able to survive an onslaught of several other decks and remain standing.  Since Magic is based on this understanding to begin with, it is critical to speak to this.
From there, it’s important to look at what else can happen in a game, and to try to tailor rewards to match these things:

+1: Prevent a player from being eliminated.
+1: Be the first person to deal combat damage to another player
Some decks like interaction, while some like aggression.  It’s easy to get carried away in EDH with huge creatures and expensive spells, so why not make a nod toward the little guys?  It’s great to see someone targeting a creature that isn’t attacking him with Maze Of Ith, or watching someone play Sakura-Tribe Elder and keep it alive long enough to attack with it. 
We also ramped up the reward for achieving harder goals:

+2: Control five permanents with consecutive casting costs.
+2: Deal combat damage to each other player in a single attack step
We also included some off-the-wall options as well, to keep people trying for different and interesting game-states:

+1: Eliminate a player with exactly enough damage to kill them.
+1: Exile an indestructible permanent
+2: Successfully put your general into play from at least three different areas of play.  (Areas include command zone, hand, graveyard, exile, and library)
It’s all about keeping things interesting.  You want to make sure that everyone can score points somehow; maybe the agro player can clean up with damage-based achievements, but another player can interact with the game by leveling up a creature, or activating the ultimate ability of a planeswalker.  Different strokes for different folks.
The second tenet is all about tuning the environment to fit the expectations of the group:

-2: Eliminate a player with an infinite combo.
-2: Eliminate a player before the sixth turn.
-2: Control an effect that destroys or removes all lands a player controls.
Point deductions are critical in preventing the same things from happening that caused us to go to a points list to begin with.  Through trial and error, we discovered that no-one enjoyed losing to an infinite combo, and people generally were unhappy if they were forced to lose all of their lands and thus be unable to play the game.  (The important takeaway here is that these work for our group – I’m not suggesting that they work for everyone.)  Deductions need to be significant in order to be a significant deterrent, which is why we have assigned elevated values to them in most cases.  
It’s important to balance the negation to make sure that you aren’t completely closing the door to a particular strategy, even if it is one that your group doesn’t want to support; We’ve had players take deductions for certain penalties in order to open the door for gaining enough positive points to still win the table.  
The third tenet is also important to take into consideration.  Sometimes, what seems like a good idea doesn’t pan out in actual practice; as a result, it’s critical to recognize what doesn’t work and move away from it.  
A great example on our list is “Over-Overkill”-

+2: Deal 100 or more damage on an attack step.

The problem here is that we also have a similar achievement in “Overkill”:

+1: Eliminate a player with at least 20 points of damage more than is required to kill them.
The other issue is that in practice, Over-Overkill tends to encourage players to utilize combos that provide infinite mana to pump through an enabler like Kamahl; this opens the door to questions about overlap with the “infinite combo” deduction.  In essence, the achievement creates more headaches than the rule is worth.  This one is on the way out. 
It’s worth touching on the fact that using a points system is a tool to keep your play environment fresh and exciting.  To that end, don’t be afraid to tune things however you see fit, and don’t overlook player suggestions either.  The goal is to maintain and grow a player base that is excited to play the game week in and week out, so groups should decide what is and is not part of the scope of the games they want to play.  Take an occasional poll on what is and isn’t working, or ask players to suggest a new rule, or identify one rule they dislike more than any others.  
It’s a great system.  It’s safe for me to say that I might not be playing the game today without it.
Next up: Play-By Play day – Sisters Of Stone Death, and Kresh hits the ground running after a slight facelift.  (Dude needed some work done…)
The current list used by Worlds Apart Wednesday Night EDH (Red denotes some potential cuts/changes):
Condition to be met
Point Value
Fatality-Eliminate another player.  Awarded once for each player eliminated.
Last Man Standing-Be the last remaining player in the game.
Right On The Money-Deal damage to a player that is exactly enough to eliminate him/her. Can be awarded multiple times per game.
Back at You-Eliminate a player with a source he or she owns. Can be awarded multiple times per game.
Buzzkill-Eliminate a player through use of an infinite combo.  Points deducted for each player eliminated in this manner.
Just Getting Started- Eliminate a player before their sixth turn. Points deducted for each player eliminated in this manner.
I’m Out – Be the first player eliminated from the table.
First Blood-Be the first player to deal combat damage to an opponent.
First Blood Part 2– Be the first player to deal non-combat damage to an opponent. Loss of life does not count.
Not Afraid of Dirty Work-Deal combat damage to each player with your general.
Making Friends-Deal combat damage to each other player during a single attack step.
Overkill-Deal 20+ more damage to a player than is required to kill them.  Can be awarded multiple times per game.
Over Overkill-Deal 100 or more combat damage during a single attack step.
Do NotPass Go-Take more than 2 turns in a row. Can be deducted multiple times per game, and is deducted for each additional turn after the first two.
Operation: Mindcrime-Resolve a “Mindslaver ability” targeting an individual player more than once per game. Can be deducted multiple times per game.
Condition to be met
Point Value
Ramp It Up-Control 20 or more lands during an end step. 
Straight-Control 5 non-land permanents with sequential mana costs during an end step.
Voltron-Control a creature with 5 or more Auras and/or Equipments attached to it. Can be awarded to each player once per game.
Diversity Training – Control 5 or more creatures where no two share any creature types during an end step. Can be awarded to each player once per game.
Cramped Quarters-Control 20 or more non-land, non-token permanents during an end step. Can be awarded to each player once per game.
I Brought My Own Friends-Control 3 Planeswalkers during an end step. Can be awarded to each player once per game.
Limited Filler, What?-Control 2 non-token creatures with no rules text in their text boxes. Can be awarded to each player once per game.
Big Game Hunt – Destroy or exile an opponent’s creature that has power 15 or greater. Can be awarded to each player once per game.
Not So Tough – Exile an indestructible permanent. Can be awarded to each player once per game.
Really Tough-Destroy or exile a Sensei’s Diving Top you don’t control. Can be awarded multiple times per game.  Good luck with that.
Armageddon-Control an effect that destroys or removes all lands another player controls. Can be deducted multiple times per game. Points deducted for each player whose mana base you wreck.
Fifth Times the Charm – Resolve your General 5 times in a single game from the Command Zone.
All Over The Place – Successfully put your general into play from three different areas of play in one game.  (Areas of play are Command zone, Exile zone, library, hand, and graveyard)
Get There – Cast your general when total cost is 20 or more.
Only There for its Color – Finish the game without playing your General. If a player did not have the ability to cast their general during the game, they do not receive this deduction.
Salt In The Wound – Control an effect that causes a player to discard or exile their entire hand of more than 1 card. Can be deducted multiple times per game. Points deducted for each player who you force to discard.  “Draw 7” effects do not cause this point deduction to happen.

Condition to be met
Point Value
Seems Reasonable – Counter a non-creature spell with mana cost 7 or more. Can be awarded to each player once per game.
Buyback is the Enemy-Play the same non-creature spell 3 times in a game. Can be deducted multiple times per game.
Tutors are For Losers-Go an entire game without searching your library.
Swing and a Miss-Play a Tutor effect and fail to find anything. Can be awarded to each player once per game.
Get On With It – Shuffle your library 4 or more different times in one turn. Can be deducted multiple times per game.
Full Grip-Have 20 or more cards in hand. Can be awarded to each player once per game.
Generosity – Make another player draw 3 or more cards in one turn. (Having Howling Mine and Font of Mythos in play does not give this award.)
My Draw Engine Is My Draw Step- Go an entire game without drawing more than one card per turn. 
BAFFROOM! – Activate Level Up on a creature enough times to make it its strongest version (aka its 3rd line of levels.) Can be awarded to each player once per game.
Worst. Expansion. Ever.– Play a card from the Homelands expansion that does not have the words “Serrated,” “Arrows,” “Merchant,” or “Scroll” in its name. Can be awarded to each player once per game.
Block Party – Have a permanent in play or spell present on the stack from each set of any block. The blocks are Ice Age, Invasion, Kamigawa, Lorwyn-Shadowmoor, Masques, Mirage, Mirrodin, Odyssey, Onslaught, Ravnica, Shards of Alara, Tempest, Time Spiral, Urza, Zendikar. Basic Lands from those sets do not count.
But I Felt So Good-Be eliminated from a game after having more than 100 life.
You’ve Got To Be Kidding Me – Be involved in a combat exchange where a creature that has Horsemanship blocks a creature that has Banding. Both creatures’ controllers receive the award.
I’ve Got Your Back – Save an opponent from taking lethal damage. This can be through prevention or redirection of damage, killing unblocked attackers, the use of life gain, etc. Can be awarded multiple times per game.
Die Already – Survive after being attacked for lethal damage 3 different times.
Near Death Experience – Be at one life with an empty stack. Can be awarded to each player once per game.

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