Even players who would describe themselves as being in this category may criticise a late-game board wipe that isn’t immediately followed up with a win, or refuse to play with someone that broke an informal promise for the sake of an advantage. Besides these ideas, you might want to also consider: Milling Poison / Infect Commander Damage You Cant Lose Life (e.g. Jace is for self-milling decks and is also formidable against your opponent’s milling deck. However, it’s hard to fully get on-board with the idea that 'playing to win' means 'taking the actions that are most likely going to get you a victory', as it goes against much of the etiquette Commander players have pretty concretely set out. This is a legendary rare planeswalker that has, if you would draw a card when your library is empty, you win the game. First, Walking Ballista needs to have at least two +1/+1 counters on it (by paying four generic to cast it, ideally), and Heliod, the Sun-Crowned needs to be on the battlefield. Nobody likes it when a player kingmakes or makes plays out of spite, because then they’re not playing to win: they’re playing to punish. One of the most popular win conditions in a mono-white Commander deck is the combo of Heliod, Sun-Crowned and Walking Ballista. After all, nobody sits down at a game of Magic and hopes they lose. On the surface, this is probably the definition most people agree with. ![]() It doesn’t matter what deck you’re playing, or how strong the overall table is, as long as everyone is doing their utmost to win. The second group think 'playing to win' refers solely to the actions you take in the game.
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