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==Controversy==
 
==Controversy==
Companions were quickly deemed too powerful, leading to repetitive games and upsetting the [[Eternal (format)|eternal formats]].<ref>{{WebRef|url=https://articles.starcitygames.com/premium/companion-is-the-worst-mechanic-for-the-health-of-magic-since-phyrexian-mana/|title=Companion Is The Worst Mechanic For The Health Of Magic Since Phyrexian Mana|author=Sam Black|date=April 8, 2020|publisher=Starcitygames.com}}</ref> All ten of them were reasonably sized, some with further [[engine]] capacity, both of which magnified the inherent card advantage of casting accessibility. People questioned the capability of [[R&D]], and especially [[Play Design]], which lead to [[Mark Rosewater]] questioning if balance should outweigh pushing into unexplored space.<ref>{{WebRef|url=https://www.reddit.com/r/magicTCG/comments/gfe2no/mark_rosewater_on_twitter_im_the_innovation_guy/|title=I put companion into Ikoria. Was I wrong to do so?|date=May 7, 2020|publisher=Reddit}}</ref> The deckbuilding restrictions were considered to be generally a minor consequence for multiple formats, including the most prominent one of <c>Lutri, the Spellchaser</c> being literally inconsequential for Commander (the restriction was for a Singleton deck, which Commander has by definition) and so necessitated a ban on release day.
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Companions were made to push the design space of what was considered powerful, but they were quickly deemed ''too'' powerful. The companion mechanic itself lead to extremely repetitive games due to players having access to the same cards every game. In addition, all ten of the companions were reasonably-sized creatures, some with further [[engine]] capacity. The power level of these cards was so great that they even upset several [[Eternal (format)|eternal formats]].<ref>{{WebRef|url=https://articles.starcitygames.com/premium/companion-is-the-worst-mechanic-for-the-health-of-magic-since-phyrexian-mana/|title=Companion Is The Worst Mechanic For The Health Of Magic Since Phyrexian Mana|author=Sam Black|date=April 8, 2020|publisher=Starcitygames.com}}</ref> One of the most prominent was <c>Lutri, the Spellchaser</c>, whose restriction of "no two nonland cards in the deck sharing a name" was inconsequential for Commander; this caused the [[Commander Rules Committee]] to ban it on release day.
   
The most egregious was <c>Lurrus of the Dream Den</c>, whose restriction was "no permanents above 2 CMC". For most decks in Modern, Legacy and Vintage, this already would be a minor sacrifice, as three-mana permanents were already considered expensive haymakers. Its passive ability to recast these permanents made it a superior value engine for effectively all decks that have any permanents at all. With this said, it took less than two weeks for the Eternal formats to have top-standing decks dominated by Lurrus decks. Due to how the Companion mechanics worked, Lurrus obtained the infamy of being the first card banned in Vintage for its power level since Mind Twist in 1996, as restriction would not change anything - only one copy was ever played, as ironically it defies its own restriction.
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The deckbuilding restrictions, which were intended to balance the companions, turned out to only be a minor consequence for multiple formats. The most egregious was <c>Lurrus of the Dream Den</c>, whose restriction was "no permanent cards above 2 CMC". For most decks in Modern, Legacy and Vintage, this was only a minor sacrifice, as three-mana permanents are often already considered expensive haymakers in these high-powered formats, and its passive ability to recast these permanents provided incredible value for effectively all decks that have any permanents at all. It took less than two weeks for Lurrus decks to dominate the Eternal formats. Lurrus was soon banned in Legacy, but although it was causing just as much trouble in Vintage, it couldn't simply be restricted there, as players only needed one copy of it anyway due to the Companion mechanic. Thus it obtained the infamy of being the first card banned in Vintage for power level reasons since Mind Twist was banned in 1996.
   
After banning Lurrus in [[Vintage]] and [[Legacy]] and <c>Zirda, the Dawnwaker</c> in Legacy, Wizards of the Coast announced that if Companions would cause long-term health issues in other formats, they would be willing to take steps up to, or including, changing how the companion mechanic works.<ref name="May 2020">{{DailyRef|news/may-18-2020-banned-and-restricted-announcement|May 18, 2020 Banned and Restricted Announcement|[[Ian Duke]]|May 18, 2020}}</ref> As Companion is having ripples throughout almost all of the constructed formats in a way no singular mechanic ever has, it might call for special action.<ref name="maroresponse">{{EzTumblr|https://markrosewater.tumblr.com/post/618491301863833601/i-saw-this-in-the-latest-br-announcement-if-we|title=I saw this in the latest b&r announcement|May 18, 2020}}</ref>
+
After banning Lurrus in [[Vintage]] and [[Legacy]] and <c>Zirda, the Dawnwaker</c> in Legacy, Wizards of the Coast announced that if Companions would cause long-term health issues in other formats, they would be willing to take steps up to, or including, changing how the companion mechanic works.<ref name="May 2020">{{DailyRef|news/may-18-2020-banned-and-restricted-announcement|May 18, 2020 Banned and Restricted Announcement|[[Ian Duke]]|May 18, 2020}}</ref> As Companion is having ripples throughout almost all of the constructed formats in a way no singular mechanic ever has, it might call for special action.<ref name="maroresponse">{{EzTumblr|https://markrosewater.tumblr.com/post/618491301863833601/i-saw-this-in-the-latest-br-announcement-if-we|title=I saw this in the latest b&r announcement|May 18, 2020}}</ref> They followed through with their announcement a month after the release of ''[[Ikoria: Lair of Behemoths]]''', and the keyword received a rules change. The original ability allowed companions to be cast from the sideboard once per game<ref name="maroresponse"/>; with the rules update, players may pay {{3}} once per game to add their companion to their hand from their sideboard, instead of companions being castable from the sideboard.<ref name="rulesupdate">{{DailyRef|news/june-1-2020-banned-and-restricted-announcement|June 1, 2020 Banned and Restricted Announcement|Ian Duke|June 1, 2020}}</ref>
   
  +
Due to such unprecedented events, players questioned the capability of [[R&D]], and especially [[Play Design]], which lead to [[Mark Rosewater]] questioning if pushing into unexplored space should outweigh game balance.<ref>{{WebRef|url=https://www.reddit.com/r/magicTCG/comments/gfe2no/mark_rosewater_on_twitter_im_the_innovation_guy/|title=I put companion into Ikoria. Was I wrong to do so?|date=May 7, 2020|publisher=Reddit}}</ref>
A month after ''[[Ikoria: Lair of Behemoths]]''' release, the keyword received a rules change. The original ability allowed companions to be cast from the sideboard once per game (upon meeting certain conditions in [[deckbuilding]])<ref name="maroresponse"/>. With the rules update, companions may be added to the owner's hand from the sideboard upon paying {{3}}, instead of being castable from the sideboard.<ref name="rulesupdate">{{DailyRef|news/june-1-2020-banned-and-restricted-announcement|June 1, 2020 Banned and Restricted Announcement|Ian Duke|June 1, 2020}}</ref>
 
   
 
==References==
 
==References==

Revision as of 15:40, 1 December 2020

Companion
Keyword Ability
Type Static
Introduced Ikoria: Lair of Behemoths
Last used Ikoria: Lair of Behemoths
Reminder Text Companion — [deck-building restriction] (If this card is your chosen companion, you may put it into your hand from outside the game for {3} any time you could cast a sorcery.)
Statistics
10 cards
{W/U} 10% {U/B} 10% {B/R} 10% {R/G} 10% {G/W} 10% {W/B} 10% {U/R} 10% {B/G} 10% {R/W} 10% {G/U} 10%
Scryfall Search
keyword:"Companion —"

Companion is a keyword ability is featured in Ikoria: Lair of Behemoths.[1][2] Companion is also the name for legendary creatures with that keyword ability. There are ten companions in the set.

Description

Companion marker

Companion marker

The companion ability lists a deckbuilding rule. If your starting deck follows that rule, then the creature can serve as your chosen companion.

You may have up to one chosen companion for each game. That chosen companion doesn't start in your main deck; rather, it starts in your sideboard. (If you're playing casually without sideboards, it's just in your collection outside the game, but all the same rules apply to it.) This means it doesn't count toward meeting the minimum deck size in the format you're playing, but in Constructed formats, it does count toward your sideboard size. Just before the game begins, players in turn order reveal their chosen companions to all players.

Original rules

The original rules stated that once during the game, you were allowed to cast your chosen companion from your sideboard. Doing so followed all the normal rules for casting a creature spell, so you could normally do so only during your main phase. Casting your chosen companion brought it into the game for good, after which it could be destroyed, exiled, returned to your hand, shuffled into your library, etc. and wouldn't return to the sideboard until the game ended.

Current rules

The rules for Companion were updated on June 1, 2020. With the new rules, once per game, a player can take a special action and pay {3} to put their Companion from outside the game into their hand. This can only be done any time that player can cast a sorcery. This special action does not use the stack and cannot be responded to. Once a Companion is brought into the game in this manner, it remains in the game until the game ends.

Rules

From the glossary of the Comprehensive Rules (April 12, 2024—Outlaws of Thunder Junction)

Companion
A keyword ability that allows a player to choose one creature card from outside the game as a companion if the restriction of that card’s companion ability is met. Once a player has chosen a companion, that player may pay {3} to put it into their hand once during the game. See rule 702.139, “Companion.”

From the Comprehensive Rules (April 12, 2024—Outlaws of Thunder Junction)

  • 702.139. Companion
    • 702.139a Companion is a keyword ability that functions outside the game. It’s written as “Companion—[Condition].” Before the game begins, you may reveal one card you own from outside the game with a companion ability whose condition is fulfilled by your starting deck. (See rule 103.2b.) Once during the game, any time you have priority and the stack is empty, but only during a main phase of your turn, you may pay {3} and put that card into your hand. This is a special action that doesn’t use the stack (see rule 116.2g). This is a change from previous rules.
    • 702.139b If a companion ability refers to your starting deck, it refers to your deck after you’ve set aside any sideboard cards. In a Commander game, this is also before you’ve set aside your commander.
    • 702.139c Once you take the special action and put the card with companion into your hand, it remains in the game until the game ends.

From the Comprehensive Rules (April 12, 2024—Outlaws of Thunder Junction)

  • 103.2b If any players wish to reveal a card with a companion ability that they own from outside the game, they may do so. A player may reveal no more than one card this way, and they may do so only if their deck fulfills the condition of that card’s companion ability. The revealed card remains outside the game. (See rule 702.139, “Companion.”)

From the Comprehensive Rules (April 12, 2024—Outlaws of Thunder Junction)

  • 116.2g A player who has chosen a companion may pay {3} to put that card from outside the game into their hand. This is a special action. A player can take this action any time they have priority and the stack is empty during a main phase of their turn, but only if they haven’t done so yet this game. (See rule 702.139, “Companion.”)

Rulings

  • Your companion begins the game outside the game. In tournament play, this means your sideboard. In casual play, it's simply a card you own that's not in your starting deck.[3]
  • Before shuffling your deck to become your library, you may reveal one card from outside the game to be your companion if your starting deck meets the requirements of the companion ability. You can't reveal more than one. It remains revealed outside the game as the game begins.
  • The requirements of the companion ability apply only to your starting deck. They do not apply to your sideboard.
  • If more than one player wishes to reveal a companion, the starting player does so first, and players proceed in turn order. Once a player has chosen not to reveal a companion, that player can't change their mind.
  • The companion's other abilities apply only if the creature is on the battlefield. They have no effect while the companion is outside the game.
  • The companion ability has no effect if the card is in your starting deck. You may put a card with a companion ability into your starting deck regardless of whether or not your deck meets the requirements. For example, Zirda, the Dawnwaker may be in your starting deck even if your other permanent cards don't all have activated abilities.
  • You may have one companion in the Commander variant. Your deck, including your commander, must meet its companion requirement. Although the Commander variant does not use a sideboard, a companion is not counted as one of the deck's 100 cards.

Examples

Example

Keruga, the Macrosage {3}{G/U}{G/U}
Legendary Creature — Dinosaur Hippo
5/4
Companion — Your starting deck contains only cards with converted mana cost 3 or greater and land cards. (If this card is your chosen companion, you may put it into your hand from outside the game for {3} any time you could cast a sorcery.)
When Keruga, the Macrosage enters the battlefield, draw a card for each other permanent you control with converted mana cost 3 or greater.

Controversy

Companions were made to push the design space of what was considered powerful, but they were quickly deemed too powerful. The companion mechanic itself lead to extremely repetitive games due to players having access to the same cards every game. In addition, all ten of the companions were reasonably-sized creatures, some with further engine capacity. The power level of these cards was so great that they even upset several eternal formats.[4] One of the most prominent was Lutri, the Spellchaser, whose restriction of "no two nonland cards in the deck sharing a name" was inconsequential for Commander; this caused the Commander Rules Committee to ban it on release day.

The deckbuilding restrictions, which were intended to balance the companions, turned out to only be a minor consequence for multiple formats. The most egregious was Lurrus of the Dream Den, whose restriction was "no permanent cards above 2 CMC". For most decks in Modern, Legacy and Vintage, this was only a minor sacrifice, as three-mana permanents are often already considered expensive haymakers in these high-powered formats, and its passive ability to recast these permanents provided incredible value for effectively all decks that have any permanents at all. It took less than two weeks for Lurrus decks to dominate the Eternal formats. Lurrus was soon banned in Legacy, but although it was causing just as much trouble in Vintage, it couldn't simply be restricted there, as players only needed one copy of it anyway due to the Companion mechanic. Thus it obtained the infamy of being the first card banned in Vintage for power level reasons since Mind Twist was banned in 1996.

After banning Lurrus in Vintage and Legacy and Zirda, the Dawnwaker in Legacy, Wizards of the Coast announced that if Companions would cause long-term health issues in other formats, they would be willing to take steps up to, or including, changing how the companion mechanic works.[5] As Companion is having ripples throughout almost all of the constructed formats in a way no singular mechanic ever has, it might call for special action.[6] They followed through with their announcement a month after the release of Ikoria: Lair of Behemoths', and the keyword received a rules change. The original ability allowed companions to be cast from the sideboard once per game[6]; with the rules update, players may pay {3} once per game to add their companion to their hand from their sideboard, instead of companions being castable from the sideboard.[7]

Due to such unprecedented events, players questioned the capability of R&D, and especially Play Design, which lead to Mark Rosewater questioning if pushing into unexplored space should outweigh game balance.[8]

References