EDH / Commander Rules

 

Commander ( EDH ) is a Magic: The Gathering variant which provides a way of encouraging casual, interactive games with a low barrier to entry while still requiring good deck building skills. It can be played 1-on-1 but is usually multiplayer.

Deck Construction Rules

Players must choose a legendary creature as the "General"

Legend Rule: If a player controls two or more Legendary permanents with the same name, that player chooses one of them and the rest are put into their owner's graveyards
 

The general's mana cost ( and any mana symbol found in the text box ) dictates what mana symbols may appear on cards in the deck. A deck may not generate mana outside it's colours; anything which would generate mana of an illegal colour generates colourless mana instead. Please note that with "extort" the hybrid mana symbol is part of the reminder text and NOT used in determining the card's color. ( it can be used in a mono white or mono black deck)

Example: If you were play Phelddagrif (Casting cost 1UWG) as your General, your deck may not contain any red or black cards; no card in such a deck may contain red or black mana symbols or hybrid mana symbols ( Talisman of Dominance, Life//Death and Boros Guildmage are not allowed.)

An EDH deck must contain exactly 100 cards, including the general

With the exception of basic lands, no two cards in the deck may have the same english name.

EDH is played with vintage legal cards, with the exception that cards are legal as of their set's prerelease. Also see the current Vintage Banned list.

Partial Paris Mulligan rule

A: In turn order, players may exile (face down) some or all of the cards in their hand.

B Each player then draws one less card from their deck than the number they exiled.

C: Players who exiled at least one card may return to step 1 and repeat the process, drawing one less card each time.

D: Players shuffle all exiled cards into their deck.

 


Additionally, the following are banned:

All "Infinite" Combo’s are banned! Do not play a combo that CAN go inifinite.( EG, Stuffy Doll & Guilty Conscience , Quillous spike / Devoted Druid, etc ) - these are not fun in EDH

Ancestral Recall

Balance

Biorhythm

Black Lotus

Braids, Cabal Minion


Coalition Victory

Channel

Emrakul, the Aeons Torn

Erayo

Fastbond

Gifts Ungiven

Griselbrand

Karakas

Library of Alexandria

Limited Resource

Mox Sapphire, Ruby, Pearl, Emerald and Jet

Paradox Engine

Panoptic Mirror

Primeval Titan

Prophet of Kruphix

Recurring Nightmare

Rofellos

Shahrazad

Sundering Titan

Sylvan Primoridal

Sway of the Stars

Time Vault

Time Walk

Tinker

Tolarian Academy

Upheaval

Worldgorger Dragon

Worldfire

Yawgmoth's Bargain

Armageddon

Deadeye Navigator

Hatred

Hive Mind

Ischron Scepter

Intruder Alarm

Iona, Shield of Emeria

Knowledge Pool

Master of Cruelities

Mind Slaver

Mirror Universe

Omniscience

Thrumming Stone

Tunnel Vision

Sunder

Emrakul the Promised End

 

Play rules

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 Commander.
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).

A player with 15 or more Poison counters loses the game. 

All generals are placed in the Command Zone before shuffling at the start of the game.

While a general is in the Command Zone, it may be played. As an additional cost to play your general this way, you must pay {2} for each previous time you have played it this way.

If a general would change zones ( graveyard, play, hand, etc), it's owner may place it in the Command Zone instead. (This is a replacement effect.. the creature never goes to the graveyard and will not trigger abilities on going to the graveyard). So no more tucking Generals ( putting back into library)   

Players begin the game with 40 life.

Matches consist of only 1 game ( due to length of games)


 

Card specific rules:

The Judgement Wishes & Glittering Wish can only be used to wish for cards which began the game in the controller's deck, or the controller's general. No sideboard/wishboard is allowed. Meaning cards that are in your RFG zone can be brought back with wishes ( these are the only legal targets for wishes )


Rune Tail, Kitsune attendant flips when his controller's life total is 60 or higher. This will be true for all cards with a "life" total "affects" eg Serra Ascendant,  Felidar Sovereign etc...

All Cards that set Life totals or make refernce to life totals will do at double that amount - etc Magister of the Sphinx will be 20 not 10

Meddling Mage can name a General

You can use other Legendary cards in your deck other then your general.

Declaration of Naught, Runed Halo, Null Chamber & Nevermore cannot name a General


Karn, Liberated ( Planeswalker ) last abilty cannot be use
 


One on One Banned Cards

  • Ancient Tomb

  • Ancestral Recall

  • Balance

  • Back to Basics

  • Black Lotus

  • Cataclysm

  • Channel

  • Chaos Orb

  • Entomb

  • Falling Star

  • Fastbond

  • Food Chain

  • Gifts Ungiven

  • Grim Monolith

  • Grindstone

  • Hermit Druid

  • Humility

  • Imperial Seal

  • Karakas

  • Library of Alexandria

  • Loyal Retainers

  • Mana Crypt

  • Mana Drain

  • Mana Vault

  • Mind Twist

  • Mishra’s Workshop

  • Mox Emerald

  • Mox Jet

  • Mox Pearl

  • Mox Ruby

  • Mox Sapphire

  • Mystical Tutor

  • Natural Order

  • Necropotence

  • Oath of Druid

  • Serra Ascendant

  • Shahrazad

  • Sol Ring

  • Strip Mine

  • The Tabernacle at Pendrell Vale

  • Time Vault

  • Time Walk

  • Tinker

  • Tolarian Academy

  • Vampiric Tutor

  • Yawgmoth’s Bargain

  • Bitterblossom

  • Intuition

  • Lion's Eye Diamond

  • Sensei's Divining Top

  • Crucible of Worlds

  • Deadeye  Navigator

  • Hatred

  • Hive Mind

  • Isochron Scepter

  • Intruder Alarm

  • Iona, Shield of Emeria

  • Knowledge Pool

  • Master of Cruelties

  • Mind Slaver

  • Mirror Universe

  • Omniscience

  • Thrumming Stone

  • Tooth & Nail

  • Tunnel Vision

  • Sunder

  • Magister Sphinx

    Painter's Servant


    Ante cards are also banned.

The following cards are also banned from being played as a commander :

  • Derevi, Empyrial Tactician
  • Edric, Spymaster of Trest
  • Erayo, Soratami Ascendant
  • Oloro, Ageless Ascetic
  • Rofellos, Llanowar Emissary
  • Zur the Enchanter
  • Braids, Cabal Minion

 

Additional Rules for 1v1 play:

- Players start out with 30 life.

- Matches are best 2 games out of 3, with a 60 minute time limit.

- All other normal Commander rules regarding deck construction, generals, mulligans, paths of victory, etc. are unchanged.

-There is a replacement effect ruling for tuck effects (e.g., if your General is Hindered, you may choose to put it back in the Command Zone).

 

Peasent EDH (Commander)Rules

Players start out with 40 life. Free mulligan than partial paris.

Players must choose an uncommon creature as their "general". 21 points of general damage still applies.

The following "Generals" are banned.

Bloodbraid Elf

Invisible stalker

Kitchen Finks

Mother of runes

Lorescale Coatl

Vizkopa Guidmage

 

Decks must be exactly 100 cards ( including your general). 10 uncommons, 90 commons.& your general must be one of the 10 uncommons.

Additionally any card printed as a common is a common, same goes for uncommons. for example, rancor was printed as a common in urza's legacy, and an uncommon in m13. it is always considered a common.

the following cards are also banned.

Banlist:

Library of Alexandria

Counterbalance

Maze of Ith

Sol Ring

Ancient Tomb

Sword of the Meek

Sensai's diving top

Skullclamp.

Isochron Scepter

Clone

Story circle

 

** Buyback mecahanic is banned - you can play the cards but not use the buyback

 

NO Poison / Infect is allowed.

Additionally, as always Infinate combos are banned. If a card combo could create an infinate combo then be aware of it and don't do it. This is meant to be a fun format. Infinate combos are NOT fun.


Tiny Leaders

 
 The Tiny Leaders format ignores play rule 10: "If a player has been dealt 21 points of combat damage by a particular Commander during the game, that player loses a game." and changes play rule 13: "Players begin the game with 40 life." to "Players begin the game with 25 life."

Special Rules: Decks are constructed with 50 cards, each card must not contain mana symbols not present in their Commander's Colour Identity 
and every card should have a converted mana cost of 3 or less.


 
Tiny Leaders is presented to be a one on one format, with a best of three match, and 10 card sideboards.  Sideboarding is done in between games.  Your deck must remain 50 cards, and your commander may not change between games.

The Banned List: Our list is still undergoing changes, but the cards currently present are:

 
 
  • Ancestral Recall
  • Balance
  • Black Lotus
  • Black Vise
  • Channel
  • Chaos Orb
  • Contract From Below
  • Counterbalance
  • Darkpact
  • Demonic Attorney
  • Demonic Tutor
  • Earthcraft
  • Edric, Spymaster of Trest
  • Falling Star
  • Fastbond
  • Goblin Recruiter
  • Grindstone
  • Hermit Druid
  • Imperial Seal
  • Jeweled Bird
  • Karakas
  • Library of Alexandria
  • Mana Crypt
  • Mana Drain
  • Mana Vault
  • Metalworker
  • Mind Twist
  • Mishra's Workshop
  • Mox Emerald, Jet, Pearl, Ruby, and Sapphire
  • Necropotence
  • Shahrazad
  • Skullclamp
  • Sol Ring
  • Strip Mine
  • Survival of the Fittest
  • Sword of Body and Mind
  • Time Vault
  • Time Walk
  • Timetwister
  • Timmerian Fiends
  • Tolarian Academy
  • Umezawa's Jitte
  • Vampiric Tutor
  • Wheel of Fortune
  • Yawgmoth's Will
Additionally, these Legendary creatures cannot be used as Commanders:
  • Derevi, Empyrial Tactician
  • Erayo, Soratami Ascendant
  • Rofellos, Llanowar Emissary
Play Rules: There are no "free" mulligans.  Tiny Leaders uses the standard "Paris mulligan" rule: the player shuffles his or her hand into their library and draws one fewer card than their last hand, a player may not mulligan a hand with 0 cards

 
If a commander would be put into a graveyard from anywhere or exiled from anywhere (so long as it is face-up or a player can look at it face down,) it's owner may choose to put it in the command zone.

 
Each time you cast your commander, the next time you cast it from your command zone, it will cost (2) colourless mana more to play.
Brawl

 60-card decks
 All cards must be Standard-legal
 No more than 1 of a given card (except basic land)
 1 "commander"—a legendary creature or planeswalker that begins in the command zone and returns to it any time it leaves the battlefield
    Commanders can be cast for their mana cost, plus 2 mana more for each time they've been put back in the command zone
 Any mana symbol that appears on a given card must also appear on your commander
 Players start with 30 life (25 on 1on1)
    The first mulligan is to seven cards, then each mulligan afterward results in one fewer card (six, five, four etc.)
 Played in groups of 2–6 players
The Banned List: none

 

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