Post by Xxsuperheroxx on May 5, 2019 8:35:21 GMT -6
Philosophy
Commander is designed to promote social games of magic.
It is played in a variety of ways, depending on player preference, but a common vision ties together the global community to help them enjoy a different kind of magic. That vision is predicated on a social contract: an agreement which goes beyond these rules to includes a degree of interactivity between players. Players should aim to interact both during the game and before it begins, discussing with other players what they expect/want from the game.
House rules or "fair play" exceptions are always encouraged if they result in more fun for the local community.
Deck Construction Rules
Players choose a legendary creature as the "Commander" for their deck.
Players may choose any legendary creature as their Commander, although some choices may be met with disapproval by other players. Two players in the same game may choose the same Commander, and other players may include that card in their Deck even if it's not their Commander. Commanders are subject to the Legend rule just like any other legendary creature.
The Commander is the principle around which the deck is built. It is more easily available than other cards in the deck, and decks will usually want to leverage their Commander's strengths in their plans.
A deck's commander is also known as its "General" for historical reasons.
A card's color identity is its color plus the color of any mana symbols in the card's rules text. A card's color identity is established before the game begins, and cannot be changed by game effects.
Lands whose type includes swamp, island, plains, forest and/or mountain (e.g.: basic lands, shocklands, dual lands, Shadowmoor special-basics, etc) also have the corresponding color identity. As such, they may not appear in a deck unless the Commander is also of the appropriate identity.
While hybrid mana symbols may be played with either color mana, they contribute both colors to the card's color identity. Therefore they may only be played with a Commander whose identity includes ALL of the hybrid symbols' colors.
Basic land words (swamp, forest, etc) in the text box of a card do NOT represent a colored mana symbol. They are not restricted to a Commander of the same color identity.
Reminder text is not included in the color identity of a card.
The back face of a double-faced card is included when determining a card's color identity.
Cards in a deck may not have any colors in their color identity which are not shared with the commander of the deck. (The identity of each card in the deck must be a subset of the Commander's)
A Commander deck must contain exactly 100 cards, including the Commander.
With the exception of basic lands, no two cards in the deck may have the same English name. Some cards (e.g. Relentless Rats) may have rules text that overrides this restriction.
Banlist
Commander is played with vintage legal cards. Cards are legal to play with as of their sets' prerelease.
The following is the official banned list for commander games. These cards should not be played without prior agreement from the other players in the game, and may steer your playgroup to avoid other, similar cards.
Ancestral Recall
Balance
Biorhythm
Black Lotus
Braids, Cabal Minion
Coalition Victory
Channel
Emrakul, the Aeons Torn
Erayo, Soratami Ascendant
Fastbond
Gifts Ungiven
Griselbrand
Karakas
Leovold, Emissary of Trest
Library of Alexandria
Limited Resources
Mox Sapphire, Ruby, Pearl, Emerald and Jet
Painter's Servant
Panoptic Mirror
Primeval Titan
Prophet of Kruphix
Recurring Nightmare
Rofellos, Llanowar Emissary
Sway of the Stars
Sundering Titan
Sylvan Primordial
Time Vault
Time Walk
Tinker
Tolarian Academy
Trade Secrets
Upheaval
Worldfire
Yawgmoth's Bargain
Play Rules
Players begin the game with 40 life.
Commanders begin the game in the Command Zone. While a Commander is in the command zone, it may be cast, subject to the normal timing restrictions for casting creatures. Its owner must pay {2} for each time it was previously cast from the command zone; this is an additional cost.
If a Commander would be put into a library, hand, graveyard or exile from anywhere, its owner may choose to move it to the command zone instead.
This is a replacement effect. It applies last and may apply multiple times to an event.
The creature never goes to the original destination zone and will not trigger abilities that trigger based on going there (e.g. "dies" triggers).
Being a Commander is not a characteristic [MTG CR109.3], it is a property of the card and tied directly to the physical card. As such, "Commander-ness" cannot be copied or overwritten by continuous effects. The card retains it's commanderness through any status changes, and is still a commander even when controlled by another player.
If a player has been dealt 21 points of combat damage by a particular Commander during the game, that player loses a game.
This is an additional state based effect.
Commander Damage is cumulative throughout the game; nothing can reduce the amount of damage a Commander has previously done to a player.
Because it is a property of the card and not a characteristic of the game object, a card is still the same Commander even if it leaves the field and returns.
While effects can raise a player's life total, it doesn't reduce the amount of damage previously taken from a Commander. (eg: Beacon of Immortality)
Conversely, combat damage can be reduced, prevented, or replaced as it is taken, in which case it was never dealt and doesn't count towards the total taken from that Commander. (eg: Fog or Captain's Maneuver)
Commander Damage is specific to each Commander/Player pairing, not combined across all Commanders.
A player can lose if he or she is dealt 21 points of combat damage by his or her own Commander (ie: under someone else's control).
Commanders are subject to the Legend rule; a player cannot control more than one legend with the same name.
Abilities which bring card(s) you own from outside the game into the game (such as Wishes; Spawnsire of Ulamog; Karn, the Great Creator) do not function in Commander.
Commander is designed to promote social games of magic.
It is played in a variety of ways, depending on player preference, but a common vision ties together the global community to help them enjoy a different kind of magic. That vision is predicated on a social contract: an agreement which goes beyond these rules to includes a degree of interactivity between players. Players should aim to interact both during the game and before it begins, discussing with other players what they expect/want from the game.
House rules or "fair play" exceptions are always encouraged if they result in more fun for the local community.
Deck Construction Rules
Players choose a legendary creature as the "Commander" for their deck.
Players may choose any legendary creature as their Commander, although some choices may be met with disapproval by other players. Two players in the same game may choose the same Commander, and other players may include that card in their Deck even if it's not their Commander. Commanders are subject to the Legend rule just like any other legendary creature.
The Commander is the principle around which the deck is built. It is more easily available than other cards in the deck, and decks will usually want to leverage their Commander's strengths in their plans.
A deck's commander is also known as its "General" for historical reasons.
A card's color identity is its color plus the color of any mana symbols in the card's rules text. A card's color identity is established before the game begins, and cannot be changed by game effects.
Lands whose type includes swamp, island, plains, forest and/or mountain (e.g.: basic lands, shocklands, dual lands, Shadowmoor special-basics, etc) also have the corresponding color identity. As such, they may not appear in a deck unless the Commander is also of the appropriate identity.
While hybrid mana symbols may be played with either color mana, they contribute both colors to the card's color identity. Therefore they may only be played with a Commander whose identity includes ALL of the hybrid symbols' colors.
Basic land words (swamp, forest, etc) in the text box of a card do NOT represent a colored mana symbol. They are not restricted to a Commander of the same color identity.
Reminder text is not included in the color identity of a card.
The back face of a double-faced card is included when determining a card's color identity.
Cards in a deck may not have any colors in their color identity which are not shared with the commander of the deck. (The identity of each card in the deck must be a subset of the Commander's)
A Commander deck must contain exactly 100 cards, including the Commander.
With the exception of basic lands, no two cards in the deck may have the same English name. Some cards (e.g. Relentless Rats) may have rules text that overrides this restriction.
Banlist
Commander is played with vintage legal cards. Cards are legal to play with as of their sets' prerelease.
The following is the official banned list for commander games. These cards should not be played without prior agreement from the other players in the game, and may steer your playgroup to avoid other, similar cards.
Ancestral Recall
Balance
Biorhythm
Black Lotus
Braids, Cabal Minion
Coalition Victory
Channel
Emrakul, the Aeons Torn
Erayo, Soratami Ascendant
Fastbond
Gifts Ungiven
Griselbrand
Karakas
Leovold, Emissary of Trest
Library of Alexandria
Limited Resources
Mox Sapphire, Ruby, Pearl, Emerald and Jet
Painter's Servant
Panoptic Mirror
Primeval Titan
Prophet of Kruphix
Recurring Nightmare
Rofellos, Llanowar Emissary
Sway of the Stars
Sundering Titan
Sylvan Primordial
Time Vault
Time Walk
Tinker
Tolarian Academy
Trade Secrets
Upheaval
Worldfire
Yawgmoth's Bargain
Play Rules
Players begin the game with 40 life.
Commanders begin the game in the Command Zone. While a Commander is in the command zone, it may be cast, subject to the normal timing restrictions for casting creatures. Its owner must pay {2} for each time it was previously cast from the command zone; this is an additional cost.
If a Commander would be put into a library, hand, graveyard or exile from anywhere, its owner may choose to move it to the command zone instead.
This is a replacement effect. It applies last and may apply multiple times to an event.
The creature never goes to the original destination zone and will not trigger abilities that trigger based on going there (e.g. "dies" triggers).
Being a Commander is not a characteristic [MTG CR109.3], it is a property of the card and tied directly to the physical card. As such, "Commander-ness" cannot be copied or overwritten by continuous effects. The card retains it's commanderness through any status changes, and is still a commander even when controlled by another player.
If a player has been dealt 21 points of combat damage by a particular Commander during the game, that player loses a game.
This is an additional state based effect.
Commander Damage is cumulative throughout the game; nothing can reduce the amount of damage a Commander has previously done to a player.
Because it is a property of the card and not a characteristic of the game object, a card is still the same Commander even if it leaves the field and returns.
While effects can raise a player's life total, it doesn't reduce the amount of damage previously taken from a Commander. (eg: Beacon of Immortality)
Conversely, combat damage can be reduced, prevented, or replaced as it is taken, in which case it was never dealt and doesn't count towards the total taken from that Commander. (eg: Fog or Captain's Maneuver)
Commander Damage is specific to each Commander/Player pairing, not combined across all Commanders.
A player can lose if he or she is dealt 21 points of combat damage by his or her own Commander (ie: under someone else's control).
Commanders are subject to the Legend rule; a player cannot control more than one legend with the same name.
Abilities which bring card(s) you own from outside the game into the game (such as Wishes; Spawnsire of Ulamog; Karn, the Great Creator) do not function in Commander.