![]() Especially since I end up loathing myself for it. It's cool to have a strong deck, but if no-one wants to play against it you won't be playing it that often. I'm currently building a ] (my friends gifted me the secret lair and I would find it criminal not to play him as a commander) and a ] Voltron and I'm honestly having to restrain myself a lot not to put in cards that would really help me but be a detriment to the game experience. Recently I'm really trying hard not to build any decks that are too strong or too cancerous but sometimes it's hard not to run with an idea for a strong commander that after reflection wouldn't be fun to play against. I'd still want to play it because it is really fun to play with but it just stomps the other decks unless I'm immediately treated as the archenemy. Then I saw that with ] I would get a treasure token and thus a squirrel for each sacked squirrel and realised the monstrosity of a deck I had created for a playgroup that clearly wasn't ready for it. So I built it as a golgari token/aristocrat, went to play with my friends and I was already pretty much ahead in the game when I realised I could just use Chatterfangs activate to sac a few squirrels to kill the other players commanders (or any of their creatures). The I realized that it would work with any kind of tokens, so I thought that I actually didn't need any squirrels escept those that would generate tokens or work with sacrificing. I saw the colour identity and thought that it would give me some space to sac squirrels to do stuff. I started my ] as a squirrel tribal thinking to myself that it would be fun to fight with squirrels. It's not out of malicious intent that I build strong decks, I see a commander and think to myself "yeah, that could be cool" and try it out. I'm the whale in my group and thus have access to the biggest cardpool among us and tend to just get carried away once I have an idea. Honestly don't it's not always easy adjusting to the power level of your group. Combine with ] or other tapdown sources to lock the great indestructible gods without even removing them. Of course, the funniest way to put pubstomping indestructible god tribal in its place would be to utterly disrespect it with a card from Homelands, ], declaring that no god ever untaps again. ], ], ] and ] also make indestructible fatties real mortal real fast. ![]() Resolving ] or ] against a board loaded with gods will probably be backbreaking. ] and ] (along with all of fleshbag's similar friends like ]) are underrated at times. You can also force him to sacrifice things. ] could even command a creatureless deck of "everything dies now" if you want an absolutely memey skew any of these will turn a heavily developed board full of powerful gods into an absolute wasteland real fast. ![]() If you really want to "teach it a lesson" consider running a black deck with loads of -X/-X type removal. Seems like the gods would be pretty slow to get going, and vulnerable to swarms and rushdowns. He plays heavy into indestructable and I'm looking for a way to put him in his place. TLDR: My friend loves to win more than he cares about the groups power level. Kicking him out would probably be the usual solution but we are all friends and most of the group are roommates so I dont see that as being a good option. He however loves to win and doesnt seem to care about how others at the table feel about it. Some of you may not find any problem with this but we are a pretty casual group and I myself have purposefully lowered the power of my decks because my current group doesnt play at the same power as my other previous group. And recently hes noticed our table has trouble dealing with it so hes started finding any excuse to add it to all his decks. ![]() Normally indestructable isn't a big deal, single target exile is rather easy to come by, however when 70%-80% of a deck consists of indestructable cards that ends up being a problem. One of the players in my regular group plays a god tribal deck and about 90% of them have indestructable.
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