February 28, 2025

MTG: Aetherdrift Commander Party rules were terribly complicated and not a lot of fun

You know what I don’t hear Magic: The Gathering players saying a lot?

“I wish this game was more complicated”

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But this week when I went to play, there was a Magic: The Gathering Aetherdrift commander party. And just like Bloomburrow, and Duskmourn, players are good sports and will go along with the occasion to support their favorite store. Just like many of us are buying Aetherdrift cards, even though we don’t like the release (story HERE).

These commander party rules took the new mechanics of Aetherdrift and then put them on a difficult to read map, with a bunch of other rules, and then made us race. I couldn’t wait for it to be over.

Some of the complaints I heard from other players include the point that the race doesn’t even start until a commander is out. And it takes turns that are already too long, and prolongs them even more.

And as you know, ETBs, attack triggers, and the rest of the processes involved with piloting a deck, are made even more complicated by the implementation of Aetherdrift mechanics.

It’s also a conflict of what Magic has been trying to do in recent months. We had the Foundations release with the hopes of growing the game, and that’s fine. It also quelled the complaints of the traditionalist players who feel we’re spending too much time on gimmicks.

But then we’re regressing here. I don’t get it.

Anywho, Magic isn’t losing players here. But if I’m trying to learn during this release, these race mechanics are going to make that process even more difficult.

What do you think? Let me know in the comments.

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