Mechanical Engineering - Play More Interaction (no, not that kind)

Hey folks, I'm Chris, and I'm YOUR Commander Mechanic. You may recognize me from my YouTube Channel or from guesting on major streams around the community - I'm a deckbuilder and brewer with a very analytical view of the format of Commander.
Some have said I take a competitive mindset and apply it to casual Commander, but I prefer to think of it as taking an efficient look at deckbuilding. More of the game is played before you ever sit down at a table with other players.
There's a lot to be said about other players' impact on play experience. Expectation mismatches, lack of communication, and differing opinions on what constitutes 'fun' can all play a part in how much you enjoy Commander.
Throughout this series I want to take a look at how you can improve play experience - your own and that of others - before you ever play a game. Avoid not being able to play the game due to deckbuilding issues, avoid imposing poor scenarios on others, and ensure you have concentrated efforts in mind when deckbuilding.
But, as always, Commander is about having fun YOUR WAY; don't let anyone tell you there's a right or wrong way to play this game.
Putting the 'Action' in Interaction
'Play more removal' is a classic meme at this point. To put it broadly, run more interaction. This is classically defined as something that messes with someone else's stuff: counterspells, artifact removal, land destruction, etc. But that kind of interaction doesn't necessarily make for a good or fun game, as too many board wipes may drag things out too long, or no one being able to resolve a spell or fearful to resolve a spell can make the game a slog.
But there's a different kind of interaction you could be putting into your decks. And that's the kind of interaction that allows players to interact and get involved. To make choices and feel like they have agency over the game.
What does this mean?
The kind of interaction I'm talking about are cards that get players involved on everyone else's turns. Gets them to think carefully and gets them engaged even when they aren't the active player.
Think cards like Sin Prodder
It's THAT kind of back-and-forth interaction that turns a game from mild to wild!
Taking Turns
Commander has many disengagement points; that is, points in the game or during gameplay where someone can "tune out". Unless I'm acting I could care less about your untap/upkeep/draw. Largely someone will only care when a spell is cast, which means otherwise they could be chatting across the table or checking their phone. Not actually invested in what's going on.
This can be fine, sure; not everyone needs to be 100% focused on everything going on... but what if they had a personal stake in it?
If I'm tapped out and shields down and it's not my turn, what if I still get to make decisions? What if I still have an impact on the game?
We joke about hitting the F6 button--a throwback to Magic Online and auto-passing all priority--but there's fun to be had in the wheel and deal. In choosing, and in helping others make choices.
A classic here is Fact or Fiction
That's a card that you didn't cast, and you may not have even been chosen to make the piles, but I'll be damned if everyone's not nose-deep in those 5 cards the moment they're revealed. THAT'S a kind of interaction!
Who's At The Wheel?
Fortunately we're getting more and more of these cards that give non-active players a choice, or a chance to bargain, like Doctor Strange and Dormammu. Commanders like Tivit, Seller of Secrets
Same can be said for the new Gluntch, the Bestower
It's not your turn, it's not your card, but you can have a say in what's going on!
A classic example of a card like this is Orzhov Advokist
The new Background Noble Heritage
A Deal with the Devil
There's more than just Faustian bargains to be made here too; it's not all "damned if you do, damned if you don't". Take new legend Bane, Lord of Darkness
A classic example is Athreos, God of Passage
The Monarch mechanic, like on Custodi Lich
The new Initiative mechanic, as seen on White Plume Adventurer
Get Out and VOTE
I mentioned Tivit, Seller of Secrets
These voting cards are all about getting players talking about what the best decision is, so what if we warp the entire precon to be about these player-choice-matters cards?
VOTE!
View on ArchidektCommander (1)
Creatures (28)
- 1 Academy Manufactor
- 1 Aerial Extortionist
- 1 Archon of Coronation
- 1 Cephalid Facetaker
- 1 Champion of Wits
- 1 Chasm Skulker
- 1 Custodi Lich
- 1 Custodi Squire
- 1 Daring Saboteur
- 1 Dragonlord Ojutai
- 1 Drana, Liberator of Malakir
- 1 Ghostly Pilferer
- 1 Grudge Keeper
- 1 Identity Thief
- 1 Kamiz, Obscura Oculus
- 1 Ledger Shredder
- 1 Lieutenants of the Guard
- 1 Looter il-Kor
- 1 Magister of Worth
- 1 Nadir Kraken
- 1 Oskar, Rubbish Reclaimer
- 1 Shadowmage Infiltrator
- 1 Silent-Blade Oni
- 1 Skyway Robber
- 1 Sun Titan
- 1 Thief of Sanity
- 1 Whirler Rogue
- 1 Wrexial, the Risen Deep
Enchantments (6)
Lands (36)
- 1 Arcane Sanctum
- 1 Ash Barrens
- 1 Choked Estuary
- 1 Command Tower
- 1 Creeping Tar Pit
- 1 Darkwater Catacombs
- 1 Esper Panorama
- 1 Exotic Orchard
- 1 Fetid Heath
- 7 Island
- 1 Myriad Landscape
- 1 Obscura Storefront
- 1 Path of Ancestry
- 5 Plains
- 1 Port Town
- 1 Prairie Stream
- 1 Rogue's Passage
- 1 Skycloud Expanse
- 1 Sunken Hollow
- 6 Swamp
- 1 Temple of Silence
Artifacts (15)
Sorceries (9)
Instants (5)
THAT'S a different kind of interaction that makes a game more ENJOYABLE. Give players things to do when it isn't their turn and they'll suddenly be interested in the game AT ALL STAGES rather than when it's just their turn.
Incentivizing Paying Attention
For players with issues with attention this is important. Being involved at all stages--or at least more stages--keeps heads in the game and off of phones, or from wandering away, or from tabbing out to check social media. In a social format; the last thing you want is someone doing anything other than interacting. Not everyone has the capability to be invested in what's going on at all times, and we should be empathetic of that, but if you know there's a player in your group that would be more engaged with the game if you gave them a reason to be engaged in the game, this may be right up their alley.
Do you enjoy a game better when you're involved? Do you prefer compartmentalizing involvement, putting the cards down when it's not your turn? Is it your NIGHTMARE to have to keep track of the board, or to be pulled into a discussion about what's going on?
Is it a matter of threat assessment, or is it a matter of social engagement?
Let me know what you think and more importantly how you feel about the subject. Do you appreciate Wizards printing more cards that get players involved, even when it's not their turns?
Let me know in the comments below and, as always folks, good luck & have fun!