Alex, tu sais à quel point je t'estime, mais là, t'as tort
sur certains points.
Pas mal d'entre vous le savent, je joue beaucoup (j'insiste sur le
BEAUCOUP) en multi 4 players sur mtgo et fait même des tournois free roll mais extrêmement compétitifs dans le format, le genre de tournoi où si tu gagnes sans avoir passé un sort de MassLD ou sans partir en combo infini, c'est soit que t'as eu la chatte, soit que les autres sont tous flood.
Fort de cette expérience-là, je prétends donc que tu as tort sur ce que tu estimes être l'"esprit edh". Ca n'enlève d'ailleurs rien à la pertinence de ce que tu dis et ton point de vue est à la fois hautement défendable et même défendu, mais il faut el remettre dans son contexte.
D'abord, il n'y a
qu'en France que la règle du général a été modifiée, parce que justement, cette règle ne va pas du tout à l'encontre du principe de l'edh, comme en attestent quelques sources du site cité par Séb qui a accessoirement été fait par les créateurs du format, qui précisent justement que le format n'a pas pour principe de pouvoir rejouer le général ad aeternum:
The Commander is the principle around which an EDH deck is built. It is more easily available than other cards in the deck, and EDH decks will ususally want to leverage their Commander's strengths in their plans. It is not, however, guarenteed to be available at every point in the game so EDH decks should be able to function without it for a time.
Le GG est le principe autour duquel un deck d'EDH est construit. Il est plus facilementa ccessible que les autres cartes du deck, et les decks d'EDH voudront habituellement tirer parti de la puissance de leur général dans leur deck.Il n'est cependant pas garanti qu'il soit disponible à n'importe quel moment dans la partie; ainsi, les deck EDH devraient pouvoir fonctionner sans leur général pour un certain temps.
# Commander will move to the library or hand as normal; only transitions to Exile or the Graveyard may be replaced.
Le Général va dans la main ou dans la bibliothèque normalement, seules les mises au cimetière ou en exil peuvent être remplacées.
Du coup, j'ai discuté avec des joueurs un peu partout dans le monde à propos du format; il en ressort deux choses:
- vouloir organiser des tournois d'EDH est une spécificité française. Oui, on trouve des gens comme ça partout, mais c'est en France que la tendance est visiblement la plus forte.
- C'est en EDH 1-1 que le problème du mélangeage du GG est le plus problématique, notamment à cause de la puissance y relative des jeux monobleu, et plus particulièrement Vendillon Clique. En multi, on s'aperçoit à peine que le GG a été mélangé si le deck est bien monté, parce que par définition, le format est beaucoup plus politique, beaucoup plus lent (40 PVs x 3, c'est dur pour aggro...) et surtout, par conséquent, beaucoup moins tempo; qui plus est, les tuteurs y sont d'autant plus importants et le mélangeage moins dramatique.
- Enfin, puisqu'on parle de "l'esprit EDH", voici ce que je lis quand je vois ce que les créateurs voulaient faire du format:
Commander is a modern name for Elder Dragon Highlander, a casual Magic:The Gathering variant which emphasises social interactions, interesting games, and creative deckbuilding.
Le Commander est une dénomination moderne pour l'EDH, une variante casual de MtG qui privilégie les interactions sociales, les parties intéressantes et le deckbuilding créatif
Commander is designed to promote social interaction.
L'EDH a été conçu ("dessiné") pour promouvoir les interactions sociales.
It is founded (and dependant) on a social contract, otherwise known as a gentleman's agreement.
Il a été créé (et dépend de) sur un contrat social, également connu comme un gentlemen agreement (notion typiquement anglosaxone impliquant que chaque partie met du sien pour chacun s'amuse, en l'occurence; typiquement, jouer MassLD ou combo trop difficlement arrêtable ne peut pas rentrer dans cette notion; je en sais pas comment l'expliquer mieux, ca ne fait pas partie de la culture française)
Là, j me permets une note: on ne pourrait être plus éloigné de la philosophie de tournoi...
EDH is designed first and foremost for social players.
L'EDH a été conçu en premier lieu et avant tout pour être joué en société.
Et juste pour qu'on soit d'accord par ce qu'ils entendent par "social":
Nevertheless, many people like to play EDH for prizes or other non-social incentives. Those incentives can help build communities and playgroups, but they can also undermine the social contract which keeps EDH balanced.
Néanmoins, de nombreuses personnes aiment jouer à l'EDH pour des prix ou dans un but non-social. Ces buts peuvent aider à créer des communautés ou des groupes de jeu, mais peuvent aussidétruire le contrat social qui permet à l'EDH de rester un format équilibré.
Deuxième note: en gros, cela implique nécessairement,s elon les créateurs du format, que chercher à rendre l'EDH compétitif ne peut, selon eux toujours, que détruire l'équilibre du format. Je partage cette conviction.
Donc non, les cartes de "cache" rentrent parfaitement dans l'esprit de l'EDH. Ce qui s'en éloigne, par contre, c'est tout ce qui ressemble à une stratégie d'optimisation dans le but d'obtenir les meilleurs résultats. Genre les trois quarts des propos tenus sur ce forum, genre "telle carte ne fait rien, ou n'est pas optimale". Ce n'est pas un reproche! Mais je pense important de ne pas oublier ce qu'est "l'esprit EDH", qui consiste à être mort de rire le jour où un mec te tue en combotant avec 7 cartes improbables et de refuser de jouer avec un mec qui te tutorisera trois parties de suite les deux parties d'une combo sur jouée ou bourre ses decks de Mass LD sans condition.
Je terminerai en expliquant qu'en dehors de la France, il n'est pas rare que les communautés d'edh déterminent leur lot de league/tournoi non pas à la victoire, mais: 1) en notant l'originalité du build 2) en déterminant une action à accomplir (pr expl: détruire 7 permanents adverses, une senseï, mourir le premier, etc...) 3) au vote de tous les joueurs en fin de partie 4) etc... ce qui est parfaitement en accord avec "l'esprit edh". Je vous sors un exemple de liste de win points américaine sur laquelle nous avions discuté en romandie pour notre league, bien qu'elle soit quelque peu malmenée par les esprits obtus qui voudraient jouer Tolaria/metalworker/tinker/Mox/Lotus dans Dagson et pouvoir locker les games au Memnarch au tour 2, parce que c'est leur définition du "fun"... On continue à en causer. Ca aussi, c'est l'esprit EDH, soit dit en passant!
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Points system for EDH League, the following points will be used to determine the winners and standing for the entirety of the league. This list will be modified from week to week. There will be randomly chosen awards that will not count for that week, which will be determined before the start of play each Thursday night.
-2 Points
Chasm: Destroy or Remove all lands in play through spells or abilities. (This penalty is in the spirit of the rule, and not the letter of the rule, effects that would reset the board for all or most of the players at the table will be awarded this penalty. This can be awarded to the same player more than once per pod.)
-1 Point
Greedy McGreederson: Take an extra Turn.
+1 Point
Better Late Than Never: First player to resolve the second version of a creature already in play. It must be the exact same card as the first (copies and Clones don’t count).
Blackjack: Control two creatures whose total power is exactly 21. May be awarded for a specific creature pair only once per pod (A creature that leaves play and comes back is a different creature).
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. (Basic Lands from those sets do not count.) This can only be awarded once per player per pod.
Copycat: First player to have a spell or permanent copied by an opponent.
Cramped Quarters: Control at least 40 different non-token permanents at the same time.
Déjà vu: Be the first player to have a card put on top your library from the battlefield, graveyard or the stack by an opponent.
Double Take: First player to control two functionally identical non-token creatures with different names. Creatures must have the same power, toughness, converted mana cost and all abilities (such as Grizzly Bears and Balduvian Bears), but not necessarily color (such as Prodigal Sorcerer and Prodigal Pryomancer). This will awarded only when the stack is empty. (Copies and Clones don’t count).
Edge of Disaster: First player to have fewer than five cards in his or her library.
Enhanced Interrogation Techniques: Cause a creature to be sent to the Graveyard by means of -1/-1 counters. This can only be awarded a two times per player per pod.
First Blood: First player to have a creature killed by an opponent. Kill includes destroy, exile, or cause a player to sacrifice the creature. Combat damage doesn’t count. (This can be awarded to multiple people if they all have creatures killed at the same time by the same effect – Wrath of God, Damnation, etc…)
Forth Times the Charm: Resolve your General 4 times in a single game from the General Zone.
Generalissimo: Kill a player with General damage.
Getting to Basics: Control at least 7 Basic Lands. This can be earned by each player in each pod.
Good Samaritan: Intentionally cause an opponent to gain 10+ life in one shot (getting your Beacon of Immortality redirected doesn’t count for you, but for the person who redirected it). This can only be earned by each player once per pod.
Guantanamo Bay: Pacify three of your opponents' creatures. (This can be done by using any means that makes your opponents creatures unable to attack or block.) This can only be earned once per player per pod.
Hey, That’s Mine: First player to have a permanent stolen (exchanges don’t count).
Hot Potato: Redirect any portion of non combat damage directed at you to another opponent. This can only be earned once per player per pod.
I’m Cool Too: Second player to kill a creature he or she doesn’t control. Kill includes destroy, exile, or cause a player to sacrifice the creature. Combat damage doesn’t count.
I’m Probably Next: Have the lowest life total, which must be lower than 10 when the first player is killed.
Just Enough: Deal exactly lethal non-General damage to a player who is at 7 or more life.
Let’s Do That Again: Save an opponent from taking lethal damage. (This can be through prevention or redirection of damage, whether it be direct or from creatures, or through the use of life gaining spells or abilities. This award can only be earned once per opponent saved, multiple saves of the same opponent by the same person do not count.) This can only be awarded two times per player per pod.
Look at Me: Last person standing in a pod.
Lucky 13: Have a single creature deal exactly 13 combat damage to a player at once. May be awarded for an individual creature only once per pod. (A creature that leaves play and comes back is a different creature).
Monogram: Resolve 3 different spells starting with the first letter of each your first, middle and last name in a single turn. (Example: John David Smith resolves Jump, Damnation and Sharding Sphinx in 1 turn would get this bonus.)
Overkill: Deal 40+ more damage to a player than is required to kill them.
Salsa Dancer: Cast the fifth spell on a single stack, cannot be awarded in the same stack as Flamenco Dancer.
Start with the Top: Destroy or Exile a Sensei’s Divining Top you don’t control. (This can only be awarded to any single player once per pod.)
Straight: Control at least one creature of five consecutive powers (for example, Mogg Fanatic, Jackal Pup, Mogg Flunkies, Ravenous Baloth, Shivan Dragon). This will be awarded only when the stack is empty. This may only be awarded to an individual player once per pod, although it may be awarded to multiple players.
Taste the Rainbow: Sacrifice five total different creatures in one turn of those creatures you must sacrifice a creature for each color of your General. Multicolored creatures can be sacrificed for this, but will have to choose what color they are being sacrificed for. (Example: You are Playing Kiki-Jiki Mirror Breaker as your general, you will only have Red and Colorless creatures, to get this award you must sacrifice 5 creatures in one turn and at least one of those must be Red. Example 2: You are playing Vorosh, the Hunter you must sacrifice five creatures in one turn and of those you must sacrifice at least one Blue, one Green, and one Black.)
That Was Rude: First player to have a spell countered.
Three’s Not a Crowd: Resolve three different non-land permanents of three different types on the same turn. This may only be awarded to an individual player once per pod, although it may be awarded to multiple players. (Non-land permanent types are Artifact, Creature, Enchantment, and Planeswalker. Resolving a spell that is any combination of permanent types will count as one or the other, not both. Example: Enigma Sphinx is an Artifact Creature; you must choose whether it will count for your Artifact or your Creature for this award.)
What Goes Around: Take control of a permanent that an opponent took control of from another opponent.
+2 Points
123’s: Resolve the third spell that’s converted mana cost is the third number in a row. Player A plays Mogg Fanatic (CMC 1) then Vexing Shusher (CMC 2) then Player B resolves Pyroclasm (CMC 3) Player B would be awarded this. If Player C then casts Chameleon Colossus Player C would get an extra point for follow this pattern and each successive spell resolving in an increasing fashion would awarded 1 point. This may be awarded once per player per pod, the continuing bonus may be earned more than once.
Bases Loaded: Control a Land, Creature, Enchantment, Artifact, and Planeswalker, while having both a Sorcery and an Instant present on the stack.
Flamenco Dancer: Cast the eighth spell on a single stack, cannot be awarded in the same stack as Salsa Dancer.
You’re Outta Here: Kill a player or being directly responsible for a player’s death. There is the obvious – controlling the source of the damage (whether it’s direct or creatures). This also includes, although is not limited to alternate methods, such as controlling the Howling Mine that makes the player deck himself, or redirecting lethal damage to someone. (Player A plays Fireball, Player B Swerves the Fireball to Player C.)
+3 Points
Flush: Control five non-token creatures of EXACTLY the same color (five green creatures, or green and red creatures, but not three green and 2 green and red). This will be awarded only when the stack is empty. This may only be awarded to an individual player once per pod, although it may be awarded to multiple players.
ABC’s: Resolve the third spell that starts with a third consecutive letter, one additional point to a player who continues the chain. For example Player A plays Storm Herd, Player B casts Terminate then Unsummon. Player B gets 3 points. Player C then plays Venser and gets 1 Point. Player B then plays Withered Wretch and gets 1 point. Player D casts Wrath of God, therefore breaking the chain.
+5 Points
Straight Flush: Control five creatures of exactly the same color(s) in five consecutive powers. This will be awarded only when the stack is empty. This may only be awarded to an individual player once per pod, although it may be awarded to multiple players.
Merci pour votre attention, en espérant avoir contribué de manière constructiveà la discussion. Encore une fois, je précise que je ne critique pas votre avis ou le fait de vouloir rendre l'EDH jouable en tournoi/1-1 ou de vouloir optimiser.
Mais c'est à des milliers d'années lumières de "l'esprit EDH".
[ Dernière modification par Niicfromlozane le 29 avr 2011 à 16h46 ]