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"The 50 most forgettable MTG mechanics of all time from the perspective of Commander, why they are so forgettable, AND what could be done to fix them."

A thread for your entertainment.
Before I jump into it all though, I wanna explain the inspiration behind this thread and how I made this list. @SaffronOlive did a video about Companion potentially being a "bad" mechanic, but clarified that "bad" did NOT mean "forgettable" for his video. When I watched it,...
... I wondered, "What are the most forgettable mechanics in all of MTG, at least from the perspective of Commander?" And I began to work on it immediately.

For each mechanic, I looked at the card containing that mechanic with the highest @EDHREC score (using @scryfall). Then,...
... I simply sorted those individual cards by the EDHREC score, and the bottom 50 are what I'm presenting today! (I want to mention a few exceptions: I left out any mechanic only present on a single card, so don't expect to see "Absorb"! Also, due to a bug in Scryfall/EDHREC,...
... Split cards are given scores much lower on Scryfall than what they have on EDHREC, so mechanics like Fuse & Aftermath are actually not in the bottom 50 like I thought originally, brought to my attention when I realized that Wear/Tear was out of place.)

Alright, SHOW TIME!
#50: Bestow

The problem: Stapling a french vanilla creature onto a mediocre aura isn't exciting to players.

The fix: Print new Bestow cards inspired by GOOD auras, like Aqueous Form, Unquestioned Authority, Eldrazi Conscription, etc. and make the Bestow cost that CMC+1.
#49: Mentor

The problem: In Commander, +1/+1 counters are not an exciting reward for doing a specific action. AND! The mechanic requires you to attack with small creatures.

The fix: Print creatures that reward you with something exciting for putting counters on them in combat.
#48: Dash

The problem: Haste is amazing, but not at the cost of having to recast your creature every turn!

The fix: Print cards with Dash that have "When you cast" abilities, or with Dash costs that are about half the card's regular CMC.
#47: Splice

The problem: All of the current Splice cards only let you "Splice onto Arcane." With so few Arcane spells being playable, this mechanic gets dragged down too.

The fix: Print cards that can splice onto more common cards, like "Splice onto blue Instant" for example.
#46: Outlast

The problem: In Commander, +1/+1 counters are not an exciting reward for doing a specific action. AND! The mechanic requires you to tap down your creatures during your turn.

The fix: Print cards with Outlast that use those counters to ramp 2+ or draw 2+/round.
#45: Wither

The problem: Wither only matters in the rare times you want to have your creature block/be blocked by a creature it can't kill.

The fix: Print more cards that give your creatures the ability to deal direct damage to opposing creatures.
#44: Fading

The problem: Negative mechanics are fine (see Cumulative Upkeep and Defender), but they need to be too good WITHOUT the mechanic.

The fix: Print better cards with Fading designing cards that would be too powerful without Fading.
#43: Living Weapon

The problem: Just like with Bestow, you can't staple a French vanilla creature to a mediocre equipment & expect players to be excited.

The fix: Print Living Weapon cards that are exciting as Equipments or exciting as creatures. Or both! Both is good too!
#42: Affinity

The problem: Every card with Affinity has a ridiculously ballooned CMC, a ridiculously low-power design for Commander, or both.

The fix: Print cards with Affinity that have interesting designs, especially ones playable without Affinity but just more fun with it!
#41: Surge

The problem: Surge looks like a discount, but because you have to cast another card first, Surging a card could actually cost more!

The fix: Print Surge cards that are playable without Surge, then make the surge cost 1 less and the extra benefit something exciting!
#40: Bloodthirst

The problem: In Commander, +1/+1 counters are not an exciting reward for doing a specific action, especially when that action is to deal nonlethal damage.

The fix: Print cards that reward you with something exciting for having creatures enter with counters.
#39: Shadow

The problem: Shadow is a fantastic mechanic allowing for unblockability, but no Shadow cards synergize with that.

The fix: Print cards with Shadow that reward you with something exciting for dealing combat damage to opponents.
#38: Undaunted

The problem: Most cards with Undaunted are designed to only be reasonably costed with at least 2 opponents, even though multiplayer games often eventually result in two players remaining.

The fix: Print cards with Undaunted that are at a playable CMC even in 1v1.
#37: Repicate

The problem: Almost every Replicate card is a card you wouldn't want to pay for once, so paying for any of them twice or more seems absurd.

The fix: Print cards with Replicate that are playable without Replicating them.
#36: Escalate

The problem: The best modal spells are the ones with two very good but situational modes and a mode that's always decent. It's rare to want all the modes.

The fix: Print Escalate cards with one very good but situational mode and two modes that are always decent.
#35: Eternalize

The problem: The Eternalize cost was made as though casting it as a normal creature offered value or as though you could skip that step altogether.

The fix: Print more cards with cool Eternalize designs but with lower costs, since Eternalizing is already hard.
#34: Afterlife

The problem: As a less versatile and less abusable version of Fabricate or Undying, Afterlife is not exciting at all in its current form.

The fix: Print cards with Afterlife that can somehow recur themselves from the graveyard for a reasonable cost.
#33: Bushido

The problem: The only time this effect is not strictly worse than a creature that has the buff all the time is the very rare times when opponents block with multiple creatures.

The fix: Print cards with Bushido with lure effects.
#32: Reinforce

The problem: In Commander, +1/+1 counters are not an exciting reward for doing a specific action. Also, unlike Cycling, you can't reward it since Reinforcing doesn't get you more Reinforce cards.

The fix: Print cards that want +1/+1 counters but not spells. (???)
#31: Vanishing

The problem: This tweak to Fading doesn't improve the mechanic (although ironically, some Fading cards would be improved by having Vanishing instead, AND vice versa). See "#44 Fading" above.

The fix: Print Vanishing cards that would be too good without Vanishing.
#30: Prowl

The problem: This mechanic not only incentivizes you to deal nonlethal combat damage, but you have to do it with a specific creature type! That's a really high and specific cost.

The fix: Print cards with Prowl that are playable without Prowl, but more fun with it.
#29: Emerge

The problem: You have to sacrifice a big nontoken creature, but there is no reward except the small, unabusable, one-time effect.

The fix: Print cards with Emerge that are balanced as though they were Sorceries at that CMC that required sacrificing a creature.
#28: Renown

The problem: Big cost, small reward. Attacking with a non-evasive creature for nonlethal damage makes you more threatening. Getting +1/+1 counters is lame. Additional benefits are necessary.

The fix: Print Renown cards with fun bonuses and pseudo-evasion, like Fear.
#27: Flanking

The problem: The only time this effect is not strictly worse than a creature that has the buff all the time is the very rare times when opponents block with multiple creatures.

The fix: Print cards with Flanking and lure effects.
#26: Spectacle

The problem: Big cost, small reward. Attacking with a non-evasive creature for nonlethal damage makes you more threatening. All you get is a spell reduction and sometimes a bonus? Meh.

The fix: Make cards with Spectable playable without it, but more fun with it.
#25: Poisonous

The problem: This ability is like infect, but worse. You can't change the number of poison counters the creature gives, so it's slow AND threatening.

The fix: Print cards with "Poisonous X, where X is this creature's power." Other variables are cool too though!
#24: Ripple

The problem: This mechanic requires having a non-singleton deck.

The fix: NONE. Okay, just kidding. Print Cards with Ripple that also have inherent text allowing you to play additional copies, like Seven Dwarves, except with exciting designs.
#23: Melee

The problem: Arguably designed for commander, this is a high cost with a low reward. Attacking multiple opponents makes you more threatening to each, but all you get is a small, temporary buff.

The fix: Print cards with evasion AND multiple instances of Melee.
#22: Forecast

The problem: Players don't like tapping down their lands (or creatures) before seeing what they draw.

The fix: Print cards with Forecast with only nonmana costs such as paying life, discarding a card, and giving opponents tokens. The spell itself doesn't matter.
#21: Assist

The problem: Players only occasionally have open mana after their turn, and it's not usually to help other players cast spells.

The fix: Print cards with Assist that reward the opponent for Assisting, and let players use nonmana to pay for the mana, like Delve.
#20: Conspire

The problem: Conspire is a fantastic mechanic, but the cards with Conspire have been overnerfed.

The fix: Print cards with Conspire that are decent without Conspire, but more fun with it.
#19: Scavenge

The problem: Another mechanic in the category of the unexciting +1/+1 counters, this time being completely unrepeatable AND stopping recursion.

The fix: Print cards with low Scavenge costs that give you an extra bonus for Scavenging, like destroying a creature.
#18: Champion

The problem: This negative mechanic is basically like "#29 Emerge," but only for tribal decks. The cost is big AND specific.

The fix: Print cards with "Champion a creature" at CMCs that would be too good without Champion.
#17: Tribute

The problem: Your opponents get a choice between "This creature does something" and "This creature does nothing." Gee, tough choice.

The fix: Print cards with Tribute that have evasion, so that the +1/+1 counter option is actually scarier than the powerful option.
#16: Modular

The problem: Modular is another +1/+1 mechanic, but it also needs you to have a lot of Modular creatures to work.

The fix: Print like 20 more cards with Modular.
#15: Sunburst

The problem: Playing multiple colors is already more exciting for players, so these cards can't really give too much of a reward since the cost is so low.

The fix: Print high-cmc cards with Sunburst that get more exciting the fewer counters there are on it!
#14: Offering

The problem: See "#18 Champion" above.

The fix: Print cards with "Creature Offering" (other permanent types are cool too) that have designs that are more exciting to cast at instant speed.
#13: Provoke

The problem: The only creature with Provoke that has more than 3 toughness is a creature that also can't be blocked by non-flying creatures.

The fix: Print cards with Provoke with NO evasion that are 3/4s or bigger (or with deathtouch at any size).
#12: Mutate

The problem: (EDHREC accounts for this mechanic being brand new, and it's STILL super unpopular!) This mechanic basically has all the problems of "#29 Emerge" except the cards are also overnerfed since Mutate triggers more of itself.

The fix: See "#29 Emerge" above.
#11: Unleash

The problem: Big cost, small reward. Not being able to block with a creature is not evenly matched with getting a +1/+1 counter.

The fix: Print cards with multiple instances of Unleash OR bonuses for being Unleashed, like turning the creature into a Blood Artist.
#10: Ingest

The problem: High cost, low reward. Attacking with nonlethal damage makes you more threatening, but exiling cards from the library is laughably insignificant.

The fix: Print cards with Ingest, evasion, and abilities that let you play certain groups of exiled cards.
#9: Amplify

The problem: Amplify is yet another example of a mechanic being unpopular because it only works well in a tribal deck.

The fix: Print cards with Amplify that have Changeling, so that the cards can have exciting designs for more decks.
#8: Horsemanship

The problem: The lowest CMC creature with Horsemanship and an exciting ability costs 4 mana.

The fix: Print more exciting cards with Horsemanship, but at CMC 3 or less. Get inspired by Trygon Predator and Drana Liberator of Malakir.
#7: Epic

The problem: Not being able to cast spells is the BIGGEST cost you could ever have. These spells need to immediately set you up to win SOON.

The fix: Print cards with Epic that have more winning effects, like Insurrection or Craterhoof Behemoth on each of your turns.
#6: Companion

The problem: (EDHREC accounts for this mechanic being brand new, and it's STILL super unpopular!) In Commander, the requirement is too tight. The inherent advantage is too good, so the cards end up having mostly boring designs.

The fix: Change how Companion works.
#5: Rampage

The problem: This is basically identical to "#33 Bushido" above.

The fix: Print cards with Rampage 2+ and inherent lure effects
#4: Soulshift

The problem: Again, another mechanic made bad by being limited to tribal decks. Like "#30 Prowl" above, this mechanic can't be "untribalized" like "#18 Champion."

The fix: Print cards with Soulshift that are playable without Soulshift, but more fun with it.
#3: Recover

The problem: The fact that you have to pay the mana or the card gets exiled means that you are hoping to be in control of when your next creature dies. Of course, this is not the case.

The fix: Print cards with Recover 1 that are playable without Recover.
#2: Haunt

The problem: While the mechanic is open-ended enough to be amazing, the cards are designed with the Haunted creature only doing something different when it dies.

The fix: Print cards with Haunt that give the Haunted creature an exciting triggered/activated ability.
#1: Banding

The problem: Much to no one's surprise, Banding is at the number one spot. This mechanic is just too complicated AND insignificant.

The fix: Print low cmc cards with Banding and another ability that synergizes, like Indestructible and Protection.
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