A Case For Banning Drannith Magistrate

Drannith Magistrate by Kieran Yanner
Drannith Magistrate
Hi, there, I'm Ryan from Playing With Power, a cEDH gameplay channel on YouTube. Last week while recording a game, fellow member Noah suggested Displacer Kitten
Ban Drannith Magistrate. Change my mind. It goes against the entire spirit of the format. You know, the one that has you build entire decks around 1-2 cards that sit in a special area that you cannot cast if you have a Drannith Magistrate on the battlefield.
— Ryan - GTA Streaming (@PWPRyan) December 1, 2022
Hundreds of likes, retweets, and comments. Not for the first time, MTG Twitter latched onto Drannith Magistrate
What is Drannith Magistrate?
If you don't know what Drannith Magistrate
Yep, it's just a 1/3 for 2 without any protection. Kind of unassuming, I know. But it's the card's one and only ability that makes it such a nuisance though: "Your opponents can't cast spells from anywhere other than their hands."
Designed in Ikoria: Lair of Behemoths, Drannith Magistrate
- Graveyard and library casting, from things such as Muldrotha, Elsha, and Underworld Breach.
- Casting of impulsive draw from spells like Jeska's Willand Act on Impulse.
Maybe just stopping those casts would be okay. But what I'm focused on is the biggest point, the fact that it:
- Stops all commanders from being cast from the command zone.
This last point is the reason why Drannith Magistrate
Arguments Against Banning Drannith Magistrate
The arguments came in thick and fast, defending, arguing, insulting and insisting that I needed to leave Drannith
Personal attacks can be ignored. Subjective experience is just that... subjective. Bargaining and "quid pro quo" arguments are saying that they would rather have other cards banned, which is more of a deflection than anything else. Yes, some other comments spoke about "letting white have good cards". I didn't disagree; white might be a strong support color, but we all know it's weak as a standalone color. Wizards has been making efforts to give white stronger cards to hold their own at the Commander table, but do they need to be this frustrating?
I won't be diving into the issues with mono-white in this article, but I will note that white getting a strong card doesn't mean that only mono-white decks are playing them. People seem to forget that every deck that runs white in its color identity gets access to these cards. Drannith Magistrate
But what about removal? Why aren't I running removal? Before I get to that, we need to understand what it takes for a card to get banned in Commander in the first place. Contrary to surprisingly popular belief, it has nothing to do with power level. So, let's dive into the Commander Rules and Commander Philosophy to see Drannith Magistrate
Commander Rules
Check out this link for the rules on Commander
Under "Deck Construction" Rules, the very first rule says that in order to play Commander, you must pick a legendary creature as your commander. Under "Play Rules", Rule 6 states that games begin with commanders in the Command Zone. It sounds obvious, but what this means is that your commander is the defining feature of your deck. All 99 cards in some way revolve around that central commander, even if only in color identity. This is the entire basis for deck construction.
Drannith Magistrate
Commander Philosophy
Check out this link for the Philosophy of Commander
There's no need to recap the entire philosophy document, but take these excerpts into account.
- "As is fitting for a format in which you choose an avatar to lead your forces into battle, Commander focuses on a resonant experience..."
- "The addition of a commander, larger life total, and deck building restrictions emphasize the format's flavor..."
- "The primary focus of the [ban] list is on cards which are problematic because of their extreme consistency, ubiquity, and/or ability to restrict others' opportunities."
Whenever discussing the banning of Drannith Magistrate
- "...Prevent players from contributing to the game in a meaningful way..."
- "...Interact poorly with the multiplayer nature of the format or the specific rules of Commander..."
Drannith Magistrate
Anatomy of Banned Cards
Beyond the above criteria, Sheldon Menery of the Rules Committe wrote an article about just what it takes for a card to be banned in Commander. You can read that here, but the major points worth highlighting are twofold:
- What a card does to a game
- What a card does to the format
When going into what a card does to a game, Sheldon notes "...Doing too much to an opponent..." and "...Creating what we and many players believe lead to poor quality experiences for the broadest part of the player base..." as two reasons a card might be worthy of the banhammer. Sound familiar? I believe Drannith Magistrate
What's Commander without commanders?
For the majority of decks, not being able to cast your commander is tantamount to not being able to play the game, a point made by Sheldon in his article: "the best Commander games are ones in which everyone has a chance to play their cards". Whether you're using a generic draw engine, like Kraum
The second point goes into player experience. I believe Drannith fits this criteria as well. When Drannith is on the battlefield, three opponents now have only one goal in mind: get Drannith off the battlefield so we can start playing Commander again. This point leads into what a card does to the format. Sheldon talks about how cards can "create situations where players feel they have to be ready to see the card in any game they sit down to and they need to have answers for it."
Drannith Magistrate Dies To Removal
"Dies to Removal" is a Nirvana Fallacy. The Nirvana Fallacy is an informal fallacy of comparing actual things with unrealistic, idealized alternatives. It also has the tendency to assume there is a perfect solution to a particular problem. Now, I'm a firm believer of interaction. As a cEDH player, we generally run anywhere between 25-40% interaction in every deck. That's 25-40 cards in every deck we play. That's a lot more than non-cEDH decks. So believe me when I say that interaction is super important.
The problem is: I might not have the type of interaction necessary for removing this particular card. Nature's Claim
I'm not always going to have the right removal at all times in the game. Why should I have to? If I have to sculpt many things around my deck and strategy to ensure that if a Drannith Magistrate
Drannith Magistrate and Rule Zero
Commander means many things to many people. Once you say that you should start designing your deck around a particular card because it hoses your strategy, that probably falls more into a Rule Zero conversation. I agree with this statement. If you are running Elephant Grass
A powerhouse in the right meta.
Also, Rule Zero only goes so far. Some topics are too specific. Rule 0 ensures a smooth and fun play experience for everyone at the table. Rule 0 has trouble resolving deckbuilding choices, card types, quantity of removal, and the fundamental rules of commander. When I have Rule 0 conversations, they are about play experience and power levels. They don't usually go into minutiae of "well just how many pieces of removal are you running?".
The Generic Silver Bullet
Drannith Magistrate
We've seen that Drannith fits multiple criteria for banning. It does not create a resonate experience for the table. I'd argue most people don't like playing against it, even if they'll tolerate it. Would we see such fervent discourse online if it wasn't causing strife? It would've floated away without a whisper.
Let me know what you think below, but to me it's very simple. The moment a card stops you from playing Commander, it's time to evaluate whether or not that card belongs in Commander.