tag:blogger.com,1999:blog-5879376435384178164.post4009244345655201895..comments2023-12-29T05:24:52.843-06:00Comments on Minotaur Illusionist: The Tuck RuleZeke Rhttp://www.blogger.com/profile/15204619767034040218noreply@blogger.comBlogger1125tag:blogger.com,1999:blog-5879376435384178164.post-70945601537369245662011-08-18T02:26:15.458-05:002011-08-18T02:26:15.458-05:00I'm still not persuaded. I feel that simply be...I'm still not persuaded. I feel that simply because they are powerful in 1v1 when Commander is designed to be a multiplayer format - and that is still to say they are only obscenely powerful when your opponent is completely reliant upon his commander, meaning he was likely going to do obscenely powerful things WITH said commander - that's no reason to change the rule. I think more bad can come than good, because it simply puts the power back in the combo commanders. If you are worried about Chaos Warp being too powerful when your opponent isn't playing one of those generals, then simply save it for something more worth tucking and let him have his general!<br /><br />That said, I enjoyed your post! Always nice to hear a well thought out argument.Day 2 Danhttps://www.blogger.com/profile/12472169513813568554noreply@blogger.com