Commander (format) – mtg wiki 9gag memes

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Commander, as officially titled by Wizards of the Coast (also known as Elder Dragon Highlander or EDH) is a casual multiplayer format for Magic: the Gathering. It is a Highlander variant format with specific rules centered around a legendary creature called General or Commander. [1] [2] Description [ edit | edit source ]

Created and popularized by fans, [3] the Commander variant is usually played in casual Free-for-All multiplayer games, although two-player games are also popular. Each player starts at 40 life, and each player’s deck is headed by a legendary creature designated as that deck’s commander. A player’s choice of commander determines which other cards can be played in the deck (while except for basic lands, each card in the deck must have a different name).

Appropriately enough for a format named after the legendary creature that’s leading your team, your commander works differently from other cards in the game. Before the game begins, each player sets his or her commander aside in a special zone, the command zone. You may play your commander from the command zone for its normal costs plus an additional for each previous time it has been played this way. If your commander would go to a graveyard, hand, library or exile from anywhere, you may instead put it in the command zone; this is a replacement effect. In addition to the normal Magic loss conditions, if a player is dealt 21 points of combat damage from a single commander over the course of the game, that player loses the game.

This larger-than-life format was invented up in the wilds of Alaska, and its originators used commanders only from the Legends set, especially including the Elder Dragons such as Chromium and Nicol Bolas. Over time, the format spread. It became popular among judges, who would play it following a day’s officiating at a Pro Tour or Grand Prix event. It soon reached the mainstream and has become a favorite format in casual playgroups everywhere, from the kitchen table down the street to Magic Online to the Wizards of the Coast headquarters! [5] Deckbuilding rules [ edit | edit source ]

• Each player chooses either a legendary creature, a pair of legendary creatures which both have the Partner ability, or Planeswalker with the ability to be commander. The chosen card or pair is called the Commander or General of the deck. Decks may use other legendary creatures as well.

• No cards in the deck of any player may have a color identity that is not a subset of the color identity of his or her general(s). The color identity of a card is composed of its color plus the color of every colored mana symbol that appears on that card—whether in the mana cost or the rules text, though not in reminder text. ( Hybrid mana symbols count as both of their component symbols for this purpose, e.g. if a player uses Isamaru, Hound of Konda as a general, he or she can not use Kitchen Finks. Also, a player who uses Bosh, Iron Golem as a general may play Lightning Bolt.)

• 903.1. In the Commander variant, each deck is led by a legendary creature designated as that deck’s commander. The Commander variant was created and popularized by fans; an independent rules committee maintains additional resources at MTGCommander.net. The Commander variant uses all the normal rules for a Magic game, with the following additions.

• 903.2. A Commander game may be a two-player game or a multiplayer game. The default multiplayer setup is the Free-for-All variant with the attack multiple players option and without the limited range of influence option. See rule 806, “Free-for-All Variant.”

• 903.3. Each deck has a legendary creature card designated as its commander. This designation is not a characteristic of the object represented by the card; rather, it is an attribute of the card itself. The card retains this designation even when it changes zones.

Example: A commander that’s been turned face down (due to Ixidron’s effect, for example) is still a commander. A commander that’s copying another card (due to Cytoshape’s effect, for example) is still a commander. A permanent that’s copying a commander (such as a Body Double, for example, copying a commander in a player’s graveyard) is not a commander.

• 903.4. The Commander variant uses color identity to determine what cards can be in a deck with a certain commander. The color identity of a card is the color or colors of any mana symbols in that card’s mana cost or rules text, plus any colors defined by its characteristic-defining abilities (see rule 604.3) or color indicator (see rule 204).

Example: Bosh, Iron Golem is a legendary artifact creature with mana cost {8} and the ability “{3}{R}, Sacrifice an artifact: Bosh, Iron Golem deals damage equal to the sacrificed artifact’s converted mana cost to any target.” Bosh’s color identity is red.

Example: Wort, the Raidmother is a legendary creature with mana cost {4}{R/G}{R/G}. Wort’s color identity is red and green. Each card in a Wort Commander deck must be only red, only green, both red and green, or have no color. Each mana symbol in the mana cost or rules text of a card in this deck must be only red, only green, both red and green, or have no color.

Example: Wort, the Raidmother’s color identity is red and green. A Wort Commander deck may include land cards with the basic land types Mountain and/or Forest. It can’t include any land cards with the basic land types Plains, Island, or Swamp.

• 903.6. At the start of the game, each player puts their commander from their deck face up into the command zone. Then each player shuffles the remaining 99 cards of their deck so that the cards are in a random order. Those cards become the player’s library.

• 903.9. If a commander would be exiled from anywhere or put into its owner’s hand, graveyard, or library from anywhere, its owner may put it into the command zone instead. This replacement effect may apply more than once to the same event. This is an exception to rule 614.5.

• 903.9a If a commander is a melded permanent and its owner chooses to put it into the command zone this way, that permanent and the card representing it that isn’t a commander are put into the appropriate zone, and the card that represents it and is a commander is put into the command zone.

• Players may cast the General card from the command zone. However, the general costs more to cast for each time it has been cast this way. (If a General ends up in a player’s hand, they may cast it as normal, and it neither costs more nor affects the cost to play it later.)

• If a player is dealt a total of 21 combat damage by any single General, he or she loses the game. The General does not have to be continuously on the battlefield. This is an additional state-based effect. Note that gaining life won’t affect this total in any way.

Usually all Vintage legal cards are allowed for tournament play. While cards may be banned or allowed by specific playgroups or tournament organizers, in most games, the mtgcommander.net version’s banned list is used as it is considered as the most standard ban list of this format. Such list was used by WoTC in their Commander related products (including Magic Online), though they are considered unofficial and specific playgroups or tournament organizers may include/remove cards from the banlist.