Managing Playtime: Thirty Minute Turns and How to Avoid Them
I’d like to talk a bit about a subtler problem a lot of good players have when playing multiplayer—managing your playtime. This is more of an issue if you play in a league or at events with a fixed amount of playtime, but gobbling up too much playtime can be a hazard even in kitchen table Magic. Everyone has a story about three (or more) people sitting around waiting for a player to finish combo-ing out over a 30 minute turn (or, even worse, taking that 30 minute turn and failing to clinch the win).
In multiplayer games, everyone wants to play. Keeping your play time as lean as possible gives everyone else more playtime—and it also benefits you, by keeping other players more engaged in the game and keeping the pace of the game moving forward. It is worth pointing out that you should try and be understanding when players less familiar with the game or format need a little more time to make decisions--but, for players who are already familiar with Commander, here are a few major time-wasters, and some thoughts on how to mitigate them.
Tutors: A lot of people love tutors. Some because they like being able to find answers for anything they may see (and some, regrettably, need to quash all randomness in their combo deck). Tutors take a lot of time though—searching and shuffling. Re-usable tutors are definitely the worst (like Survival of the Fittest). I try and run a minimal number of tutors in favor of just drawing more cards (which is just mechanically faster, plus you don’t need to tutor for answers you've already drawn). Another good guideline is to try never to cast a tutor unless you already know what you are searching for—you will usually know what’s in your deck (unless you’re borrowing one, I realize), and making those decisions before you search will definitely speed up the process.
Too Much “Cleverness”: By this, I basically mean using too many cards that provide minor affects, that have to be activated or trigger every turn, especially in concert with cards like Seedborn Muse. I admit, I am often guilty of this. You just build a deck with too many cards that synergize very well for little incremental advantages, but few ways to decisively WIN THE GAME. So you take 30 minute turns, and, thanks to your Muse effect, take a 30 minute turn on each other player’s turn…at that point, no body is having fun. You have to go through all the motions, and everyone else has to watch. This is a little trickier to solve than the tutor problem—you have to look at your deck, and make conscious decisions to remove “clever” cards (like Crystal Shard, token producers, etc) in favor of more game-enders (like Craterhoof Behemoth, or Insurrection, or Rise of the Dark Realms). You can also just limit the number of those clever cards that require you to make decisions—Verdant Force does something every turn, but you don’t have to pick targets or make any other extra choices.
Checking Out On Other Players Turns: I've played with a lot of players who just literally pay zero attention to what happens on other players’ turns (once again, I and most players are guilty of this at least occasionally). So every turn they take, they have to take time to re-evaluate everything that’s going on. Try to plan as much of your turn in advance as is practical—most of the time you aren't going to get a huge amount of new information between your last opponent’s end step and your main phase. You can also help other players not check out by keeping your turns moving more quickly.
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