Duel Commander Rules Summary.
Transcription
Duel Commander Rules Summary.
July 2013 Edition Duel Commander rules summary General coordinator: Antoine Fruscio. Project leader: Claire Dupré. Participants: Claire Dupré, Ivan Morel, Alexis Rassel, Benoît Verwaerde. Translators: Daniel Kitachewsky, Kim Warren. Layout: Ivan Morel, Emmanuel Bernuau. Editor: Fédération Française de Magic: The Gathering. Acknowledgments This work would not have seen the light of day without multiple collaborations. We would particulalry like to thank Kevin Desprez and Damien Guillemard for their advice and their unwavering support. Further thanks go to Pol Lesourd and Marie-Françoise N’Goran for their assiduous proofreading. Thanks also go to Stéphane Manaranche, who has provided us hosting on his site. And finally, thank you to all the judges who have developed Commander within their communities, and to all the players who paid back their efforts. Wizards of the Coast, Magic: The Gathering, Magic, Magic: The Gathering – Commander and their logos, the distinctive look of characters and of the symbols are the property of Wizards of the Coast LLC in the U.S.A. and other countries. U.S. Pat. No. RE 37,957. Preface The goal of this booklet, besides being easy for anyone to read, is to provide a clear and precise rule set in order to play Duel Commander. Occasionally, some of us forget that this passion of ours is first and foremost a game. Most formats promote a mostly competitive game; this is less the case for Duel Commander. While this format was originally popular among judges, it has spread throughout player communities. Players have discovered - for some, rediscovered - the pleasure of building original decks and playing in a format where winning is not the be-all and end-all. In order to unite the growing player community, we decided to propose an official format, based upon the rules and documents of Magic: The Gathering, to serve as reference for all Duel Commander play. This booklet was made on the initiative of the Fédération Française de Magic: The Gathering. A team made of judges, tournament organizers, and players has been specially created. For more than 6 months this team has worked hard, compiling and testing all the available data so as to finally provide a book and a format available to all. It’s now your turn to use this booklet to spread the word by organizing Duel Commander tournaments and playing in them. Antoine Fruscio FFMTG Contents A Deck building rules I Choosing a commander . . . II Number of cards in the deck . III Mana symbols on cards in the IV Banned cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 8 10 12 18 B Gameplay rules I The mulligan . . . . . . . . . . . . . . . . . . . . II Life . . . . . . . . . . . . . . . . . . . . . . . . . III The commander . . . . . . . . . . . . . . . . . . 1. Placement of the commander . . . . . . 2. The commander attribute . . . . . . . 3. The commander and producing mana . . . 4. Commander’s damage . . . . . . . . . IV The command zone . . . . . . . . . . . . . . . . . 1. Specifics of the command zone. . . . . . 2. Commander and command zone . . . . . 3. Casting the commander after the first time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 22 24 25 25 25 26 27 28 28 29 32 C About Duel Commander I A little history: From EDH to Duel Commander II Some construction advice . . . . . . . . . . . . . III Variants . . . . . . . . . . . . . . . . . . . . . . . IV Resources . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 36 38 40 41 Glossary . . . . . . deck . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 7 Chapter A Deck building rules This chapter explains the rules on how to build a Duel Commander deck. The number of cards you can include in a Duel Commander deck is not the same as in the usual Constructed formats, and the cards you can use depend on a special card - the commander. Additionally, this format has its own list of banned cards. 8 I CHAPTER A. DECK BUILDING RULES Choosing a commander Each player chooses a commander. A commander can be any legendary creature card. Selecting your commander is an important choice. This choice will determine not only your global strategy, but also the colors of the cards in your deck. A commander must be a legendary creature card. This means that a non-legendary creature (e.g. Baneslayer Angel) cannot be chosen as a commander. Similarly, you can’t choose a legendary card that’s not a creature (e.g. Umezawa’s Jitte). Lastly, note that Planeswalkers, while pretty cool, aren’t creatures and can’t be chosen as commanders. Warning - Some creatures in the Kamigawa TM block, e.g. Jushi Apprentice, are not legendary in their normal state, but are legendary when flipped. You can’t choose one of these as your commander, since they don’t begin as a legendary creature. Tempting, but these aren’t legendary creatures. I. CHOOSING A COMMANDER 9 Please note that some legendary creatures can be chosen as a commander according to the rules, but in practice will be weakened or unplayable. Alexander and Natalie are going to play Duel Commander. Alexander has chosen Haakon, Stromgald Scourge as his commander. As with any commander, it begins the game in the command zone. Since it can be cast only from the graveyard, Alexander is not able to cast his commander from the command zone, and so won’t be able to cast it at all. 10 CHAPTER A. DECK BUILDING RULES II Number of cards in the deck A deck must include exactly 100 cards, including the commander. Warning - In practice, this means that besides your commander, you will present a 99 card deck to your opponent at the beginning of a game. Only a single copy of each card can be included in a deck. This rule doesn’t apply to basic lands or to cards with a specific text which contradicts this, like Relentless Rats. Warning - If two cards are functionally identical apart from their English names1 (e.g. Remove Soul and Essence Scatter), you can include both cards in your deck. Warning - Your commander counts as one of the 100 cards in your deck. As such, you can’t include the same creature as a non-commander card in your deck. Lastly, please note that there are no restrictions on which expansions are legal in Duel Commander. You can use cards from any expansion, including the oldest ones. Be careful, however, as some cards are banned (see section IV). 1 In Magic, English names are used to determine whether two cards are different II. NUMBER OF CARDS IN THE DECK 11 They’re invading even Duel Commander! Even though they seem identical, having different English names means you can play both in a Duel Commander deck. 12 III CHAPTER A. DECK BUILDING RULES Mana symbols on cards in the deck There are some restrictions when you build a Duel Commander deck. The most important of these is that your commander restricts which cards you can include in your deck. The color identity of your commander defines which colors of mana you have access to when building your deck. The color identity of a commander is determined by its colors, plus the colors of any mana symbols present in its cost and text box. A card cannot be in your deck if one of its colors, or if the color of a mana symbol on it, is not also present in your commander’s color identity. This means that your deck cannot include cards which have mana symbols in their mana cost and/or text box which are not in the mana cost and/or text box of your commander. Thus, the first thing you have to do is to look at your commander: what colored mana symbols are there in its mana cost? What colored mana symbols are in its text box? Take note of these symbols: no other colors of mana can feature on cards in your deck. III. MANA SYMBOLS ON CARDS IN THE DECK 13 Warning - It’s not enough to just look at the colors of your commander. In effect, some commanders are a different color to any colored mana symbols in their text box. Alexander chose Rhys the Exiled as his commander. As Rhys has in its mana cost, Alexander can include cards with mana symbols in his deck. In addition, as Rhys has in its text box, Alexander can also include cards with mana symbols in his deck. Warning - Some cards don’t have colored mana symbols, but are a certain color due to their rules text or due to a color indicator. These colors should be taken into account when determining if the card can be included in a deck or not. Alexander chose Ezuri, Renegade Leader as his commander. He can’t include Garruk Relentless in his deck since Garruk’s back face (Garruk, the Veil-Cursed) has a green and black color indicator, and black is not in the commander’s color identity. 14 CHAPTER A. DECK BUILDING RULES Warning - Some cards have hybrid mana costs. In this situation, it’s important to check all the colors of mana in each hybrid mana symbol to ensure that none of them are forbidden by your commander. Alexander chose Oona, Queen of the Fae as his commander. Since Oona is hybrid blue and black, Alexander can include cards having and/or mana symbols in his deck. However, he can’t include Mirrorweave as it includes both and symbols, which is not allowed since Oona doesn’t have the symbol. III. MANA SYMBOLS ON CARDS IN THE DECK 15 Warning - Some cards include phyrexian mana costs. Even if it’s possible to pay for these costs by using life instead of mana, these symbols are still colored. Their colors have to be in the commander’s color identity in order to be included in a deck. Alexander chose Isamaru, Hound of Konda as his commander. He can include Porcelain Legionnaire in his deck as the symbol is white. However, he can’t include Phyrexian Metamorph in his deck as it contains the symbol, which is blue. 16 CHAPTER A. DECK BUILDING RULES Warning - Some cards have reminder text in italics in their text box. Sometimes, mana symbols are used there, as an example. These symbols don’t count under this rule, as reminder text in italics isn’t considered part of the text box. Alexander chose Isamaru, Hound of Konda as his commander. He can include on Trinisphere in his deck since the symbol it is just part of the reminder text that explains how the rules for this particular card work. The color identity of your commander also restricts what basic land types you have access to. A land that has at least one basic land type can only be in a deck if all of the colors of mana that it can produce are in your commander’s color identity. Alexander chose Isamaru, Hound of Konda as his commander. He can’t include Mountains in his deck, as this land produces red mana and Isamaru only has white mana symbols. III. MANA SYMBOLS ON CARDS IN THE DECK 17 Warning - Some lands have more than one basic land type. In this case, it’s important to check that none of these types can produce a color of mana that your commander forbids. Alexander chose Isamaru, Hound of Konda as his commander. He can’t include a Sacred Foundry in his deck as this land produces red mana in addition to white mana, and Isamaru only has white mana symbols. Warning - A land that has no basic land type can be in your deck only if its text box contains no colored mana symbols forbidden by your commander. 18 CHAPTER A. DECK BUILDING RULES IV Banned cards A banned card is a card that can’t be included in your deck because it’s not suited to the current Duel Commander game, or because it was deemed to be too powerful. The following cards cannot be included in a deck (even as a commander): • • • • • • • • • • • • • • • • • • • • • • • • • • Amulet of Quoz Ancestral Recall Ancient Tomb Back to Basics Balance Black Lotus Bronze Tablet Channel Chaos Orb Coalition Victory Contract from Below Crucible of Worlds Darkpact Demonic Attorney Falling Star Gifts Ungiven Grindstone Hermit Druid Humility Imperial Seal Jeweled Bird Karakas Library of Alexandria Limited Resources Mana Crypt Mana Drain IV. BANNED CARDS • • • • • • • • • • • • • • • • • • • • • • • • • • • Mana Vault Mind Twist Mishra’s Workshop Mox Emerald Mox Jet Mox Pearl Mox Ruby Mox Sapphire Necropotence Protean Hulk Rebirth Sensei’s Divining Top Serra Ascendant Shahrazad Sol Ring Strip Mine Tempest Efreet The Tabernacle at Pendrell Vale Time Vault Time Walk Timmerian Fiends Tinker Tolarian Academy Vampiric Tutor Vanishing Winter Orb Yawgmoth’s Bargain 19 20 CHAPTER A. DECK BUILDING RULES The following cards can’t be chosen as a commander: • • • • Braids, Cabal Minion Edric, Spymaster of Trest Erayo, Soratami Ascendant Rofellos, Llanowar Emissary The above cards can’t be used as commanders. They were thought to be too powerful to be used as such. However, nothing prevents you from using them in your deck, as long as they’re not your commander. 21 Chapter B Gameplay rules This chapter describes the rules specific to Duel Commander games. Other than these, a game of Duel Commander follows all the normal rules of a game of Magic. 22 I CHAPTER B. GAMEPLAY RULES The mulligan Since decks in Duel Commander are made of 100 cards, it can be difficult and cumbersome to shuffle well enough to ensure that the order of the cards is perfectly random. That’s why, in order to save you from disastrous hands every other game, the mulligan rule is more advanced than in a normal Magic game. The player who is starting the game chooses whether he or she will mulligan, then the other player decides. Then the mulligans are performed alternately, as follows: • After having drawn his or her starting hand, a player can decide to exile any number of cards of his or her hand face-down. If he or she does so, he or she draws one fewer cards than the number of cards exiled this way. The players may repeat this process as many times as desired. • When a player has mulliganned at least once and doesn’t want to mulligan any further, he or she shuffles all the exiled cards into his or her library. This way, instead of shuffling your whole hand into your deck if you don’t like it, you can choose which cards you are going to keep and which cards you are going to get rid of. The cards that you don’t want are put aside face-down. You then draw one fewer than that number of cards. If you still don’t like your hand, you may then put other cards aside, and once again draw that number minus one. You may repeat this process until you are satisfied with your hand, or you don’t want to reduce your hand any further. Then, you shuffle all cards put aside this way into your library. You now have your starting hand. Warning - Shuffle the cards put aside this way into your library only when you’ve kept your final starting hand. The goal is that you can’t redraw the cards that you have put aside. I. THE MULLIGAN 23 Alexander and Natalie are going to play a game of Duel Commander. Each one shuffles his or her deck and draws 7 cards. Alexander, who’s going to play first, announces that he’s keeping his hand. Natalie announces that she’s mulliganning and puts 4 cards from her hand aside, then draws 3 new cards, so that she now has 6 cards in hand. Since Alexander kept his hand, it’s Natalie’s turn to decide if she’ll mulligan further or not. Since her hand still doesn’t suit her, she decides to mulligan again. She puts a further 2 cards aside with the first 4 and draws 1 more card, so that she now has 5 cards in hand. Natalie decides to keep these 5 cards, which then become her opening hand, and she shuffles the 6 cards put aside into her library. The game can now begin. 24 II CHAPTER B. GAMEPLAY RULES Life Each player starts the game with 30 life. The starting life total in Duel Commander is 30. This gives the players time to develop elaborate strategies, and balances the fact that each player has access to a commander with specific abilities from the start of the game. III. THE COMMANDER III 25 The commander 1. Placement of the commander Before beginning the game and before any mulligans, put your commander face-up next to your library. This zone next to your library is the command zone, and a commander always starts the game in this zone. 2. The commander attribute The designation of commander is not a characteristic of the object represented by the card: it’s an attribute of the card itself, which retains this designation even when changing zones. This means that a copy of a commander has all its characteristics, but is not itself a commander, and also that a commander remains a commander in any zone it ends up in. Alexander and Natalie are playing a game of Duel Commander. Alexander’s commander, Mistform Ultimus, is in his graveyard. Alexander casts Body Double and chooses to copy his commander when it resolves. On the battlefield, Body Double is a Mistform Ultimus (it’s a 3/3 blue legendary creature with all named creature types and a mana cost of Mistform Ultimus) but it’s not a commander and it doesn’t have a commander’s special capabilities. 26 CHAPTER B. GAMEPLAY RULES Alexander and Natalie are playing a game of Duel Commander. Alexander’s commander is Akroma, Angel of Fury. Alexander decides to cast it using Morph. On the battlefield, this face-down creature is still considered to be Alexander’s commander, and still has a commander’s special capabilities. 3. The commander and producing mana If a player would add to his of her mana pool any mana of a color that’s not in his or her commander’s color identity, the same amount of colorless mana is added to his of her mana pool instead. This rule means that it’s impossible to have mana in your mana pool of a color that’s not in your commander’s color identity. If this would happen, you add colorless mana to your mana pool instead. Alexander and Natalie are playing a game of Duel Commander. Alexander’s commander is Mistform Ultimus and Natalie’s is Akroma, Angel of Fury. Alexander enchanted Natalie’s Mountain with Spreading Seas, turning it into an island. If Natalie taps that island to make mana, she will add to her mana pool and not . III. THE COMMANDER 27 4. Commander’s damage A player who has been dealt 21 or more combat damage by the same commander during a game loses the game. This is a state-based action. This means that if you’ve been dealt 21 combat damage from a single commander (be it your opponent’s or your own if he or she took control of it) during a game, you lose the game. The 21 damage doesn’t have to be dealt in a single blow or in a single turn: it’s a count that’s tracked throughout the game. As such, it’s recommended that you keep track of the total amount of damage dealt to you by any commander. Warning - Only combat damage is tracked this way. Damage dealt by other means doesn’t count towards this 21 damage rule. 28 IV CHAPTER B. GAMEPLAY RULES The command zone 1. Specifics of the command zone We’ve seen already that the commander starts the game in the command zone. This zone is used for some special objects, including commanders. A player can play his or her commander from the command zone as if it was in his or her hand. Warning - This doesn’t mean that the commander is in your hand! You can’t discard it, and when you cast it, it’s not considered as if it was cast from your hand. Alexander and Natalie are playing a game of Duel Commander. Alexander’s commander is Myojin of the Seeing Winds. He casts it from the command zone. When it resolves and enters the battlefield, he doesn’t put a divinity counter on it since it hasn’t been cast from his hand. IV. THE COMMAND ZONE 29 Warning - Timing restrictions still apply; you can cast your commander from the command zone only any time that you could cast it from your hand. Alexander and Natalie are playing a game of Duel Commander. Alexander’s commander is Isamaru, Hound of Konda. He can cast it only any time he could cast a regular creature spell, i.e. normally only during his main phase. Natalie’s commander is Teferi, Mage of Zhalfir. It has flash. Natalie can therefore cast it anytime she could cast an instant, i.e. when she has priority. 2. Commander and command zone If a commander would be put into its owner’s graveyard, exiled, or put into its owner’s library from anywhere, that player can put it into the command zone instead. This is a replacement effect, which doesn’t use the stack. If a commander would be exiled face down in a way that allows its owner’s opponent to look at it, that player must immediately reveal it and put into the command zone. Alexander and Natalie are playing a game of Duel Commander. Alexander’s commander, Isamaru, Hound of Konda, is on the battlefield. Natalie casts a Doom Blade to destroy it. When Doom Blade resolves, Isamaru would normally go to the graveyard since it’s destroyed, but Alexander can choose to put it into the command zone instead. 30 CHAPTER B. GAMEPLAY RULES Alexander and Natalie are playing a game of Duel Commander. Natalie’s commander, Mistform Ultimus, is on the battlefield. Alexander casts an Oblivion Ring and, when it resolves, targets Mistform Ultimus to exile it. Natalie can let the Oblivion Ring exile Mistform Ultimus or she can choose to put it into the command zone. If she chooses to put it into the command zone, it won’t come back in the event that Oblivion Ring leaves the battlefield later. Alexander and Natalie are playing a game of Duel Commander. Alexander’s commander, Mistform Ultimus, is in his hand. Natalie casts Vendilion Clique and, when it resolves, targets Alexander with its enter-the-battlefield trigger. She looks at Alexander’s hand and chooses Mistform Ultimus. The latter would normally go to Alexander’s library. However, Alexander can put it into the command zone instead. He then draws a card regardless, following the instructions of Vendilion Clique’s ability. Putting your commander into the command zone is optional; you can still let it go to the graveyard, into your library or to exile if you so wish. Be careful; once the commander is in one of these zones, you can’t go back and change your decision not to put your commander in the command zone, unless the situation presents itself anew. IV. THE COMMAND ZONE 31 Alexander and Natalie are playing a game of Duel Commander. Alexander’s commander, Mistform Ultimus, is on the battlefield. Natalie casts a Lightning Bolt targeting it. Mistform Ultimus is destroyed and would normally be put into the graveyard as it’s only a 3/3. Alexander could put it into the command zone instead, but chooses not to do so. Mistform Ultimus is put into the graveyard. Later in the game, Alexander casts a Flash of Insight from his graveyard and chooses to exile Mistform Ultimus to pay its flashback cost. Mistform Ultimus would then normally go into exile. However, Alexander once again has the choice to put it into the command zone instead. This time, he does. If the commander is put into the command zone using this capability, then it doesn’t go through the zone it was originally going to go to. As such, it doesn’t trigger any effects linked to that zone change. Alexander and Natalie are playing a game of Duel Commander. Alexander’s commander, Child of Alara, is on the battlefield and attacking. Natalie block it with a creature with deathtouch. The Child of Alara is destroyed and would normally go to the graveyard. However, Alexander chooses to put it into the command zone instead. Since the Child of Alara didn’t go to the graveyard, its ability, which triggers when it goes to the graveyard, doesn’t trigger. 32 CHAPTER B. GAMEPLAY RULES Alexander and Natalie are playing a game of Duel Commander. Natalie’s commander, Mistform Ultimus, is on the battlefield. Alexander casts Duplicant and announces that he wants to exile Mistform Ultimus. Natalie decides to put it into the command zone instead of exiling it. The Duplicant is then 2/4 and not 3/3, since Mistform Ultimus is not in exile and was not imprinted on the Duplicant. 3. Casting the commander after the first time Since the commander can go back to the command zone, it’s possible to cast it several times from that zone during the same game. However, it becomes more expensive to do so. Casting a commander from the command zone costs time it has already been cast from that zone this game. more for each This is an additional cost paid when you cast this spell. Your commander’s converted mana cost stays the same, and any effects that decrease the cost of spells you cast still apply, as do any effects that increase it. Each time you cast your commander from the command zone, it’s recommended that you make a note of it, so that you can recall the number of times you’ve cast it and how much additional mana it will cost in future. IV. THE COMMAND ZONE 33 Alexander and Natalie are playing a game of Duel Commander. Alexander casts his commander, Isamaru, Hound of Konda, from the command zone for , since it’s the first time that he has cast it this game. Natalie counters it using Counterspell. Rather than putting Isamaru into his graveyard, Alexander chooses to put it into the command zone. Alexander can recast his commander from that zone if he so wishes, but he will have to pay more (in addition to ) since it’s the second time he will be casting it from the command zone. Alexander and Natalie are playing a game of Duel Commander. Alexander casts his commander, Isamaru, Hound of Konda, from the command zone. This would cost since it’s the second time that he has cast it from the command zone this game. However, a Sphere of Resistance is on the battlefield. This increases the cost of all spells by . Alexander will now have to pay . If, instead of the Sphere of Resistance, there was a Pearl Medallion on the battlefield, reducing the cost of white spells that he casts by , then Alexander would only have to spend . 34 CHAPTER B. GAMEPLAY RULES Warning - If you cast your commander from another zone, there is no additional cost applied by this rule and it won’t increase the cost the next times you try to cast it from the command zone. Alexander and Natalie are playing a game of Duel Commander. Alexander casts his commander, Isamaru, Hound of Konda, from the command zone. Natalie counters it with Remand. Alexander can cast his commander from his hand for just even though it’s the second time he has cast it, because this time he isn’t casting it from the command zone. 35 Chapter C About Duel Commander 36 I CHAPTER C. ABOUT DUEL COMMANDER A little history: From EDH to Duel Commander The Elder Dragon Highlander (EDH) format was originally created by a group of American judges and players who were tired of playing traditional formats. It subsequently became very popular among Wizards of the Coast employees, as it allowed them to play Magic despite the fact that they are forbidden from playing in tournaments. At the time, EDH was a multiplayer format where generals (the old name for commanders) were normally very impressive, for example “Elder Dragons” such as Nicol Bolas or Arcades Sabboth - who gave the name to the format (the term “Highlander”refers to the singleton aspect). Later came the democratization of the format. Magic developed, the judge community grew and EDH spread with it, getting exported beyond the American border. Intrigued by their colleagues interest in this format, French judges introduced EDH to France and, with the help of players and organizers, developed the format and notably adapted it for duels. Since then, EDH hasn’t stopped evolving in France, eventually reaching the state that we know today. The EDH format was officially recognized in 2009, and rules for EDH appeared in the Comprehensive Rules. The name was officially changed to “Commander”in December 2010. I. A LITTLE HISTORY: FROM EDH TO DUEL COMMANDER 37 But the watchwords of Commander were still those of EDH; that is to say variety and freedom. Variety because Magic includes more than 400 legendary creatures, meaning that there are more than 400 potential commanders. Variety because due to the 100 card singleton construction rule, a Commander deck could contain thousands of different card combinations. And especially variety because no two matches are alike. You are free to play whatever you wish, with almost every card in Magic: The Gathering at your disposal and the smallest possible banned list meaning that there is a large number of strategies available. Whether your Commander deck is a collection of the best cards in existence, those cards which amuse you the most, or whether it is a well-oiled machine revolving around your commander; anything is possible. And yet, you are all playing the same game. It is this variety and this freedom, not found traditional formats, that make up the richness of Commander. Which one do you choose? A mad artificer with his machines, an elf bringing an entire horde in his wake, or a powerful dragon? 38 II CHAPTER C. ABOUT DUEL COMMANDER Some construction advice Firstly, it is necessary to spend some time choosing your commander. A list of all the available commanders can be found on this page: http://gatherer.wizards.com. Your choice of commander will not only determine the colors of your deck, but also your wider strategy and the spirit of your games. Will you choose a very competitive commander? Will your game hinge on combos that you enjoy? Would you like to fish your legendary creatures from the Legends TM set or the Mirage TM block out of their dusty boxes? Is there a creature type which you like enough to make a tribal deck? With Commander, you have all these possibilities. Once you have chosen your commander, it is time to move on to the construction of your deck. One of the problems that you will encounter at the start of construction is the assembly of a mana base. The number of lands included should follow similar proportions to in a 60 card deck. To get an idea of the number of lands, you should use a ratio of 5/3 when compared to a 60 card deck. For example, 21 lands in a 60 card deck is equivalent to 35 lands in a 100 card deck. If your commander is multicolored, don’t forget that the format is overflowing with dual and tri-colored lands, as well as artifacts which can produce mana of a variety of colors. Next, you need to choose cards to take your deck to a total of 100 cards. The first instinct is to include all the cards that you can first think of. Building a Commander deck is a long-term effort. Through games, advice, encounters, and rifling through trade binders, your deck will evolve. A point will come where the problem ceases to lie in which cards you can add to make the deck up to 100 cards, but is instead in which ones you will remove so as not to exceed 100. Don’t forget that old, forgotten cards may prove to be veritable treasures for your deck. Poorly distributed expansions, such as Portal Three Kingdoms TM , and old expansions, such as Antiquities TM , can provide cards which fit particularly well into your deck. II. SOME CONSTRUCTION ADVICE 39 Finally, don’t hesitate to build multiple Commander decks. By lending them to people with whom you play regularly, you can motivate them into building their own decks, increasing the number of possible opponents you have. 40 III CHAPTER C. ABOUT DUEL COMMANDER Variants The original EDH format was multiplayer. Traditionally, American players use the free-for-all variant with a starting life total of 40 and a different banned cards list. This document focuses on 1 vs 1 matches, which is the most common format played in France. Feel free to test other variants in order to mix up the fun. It’s possible to combine different alternative Magic formats: Commander plays very well with the Planechase and Archenemy expansions! IV. RESOURCES IV 41 Resources • http://www.wizards.com/commander: The Commander section on the Wizards of the Coast site (available from June 2011). • http://www.mtgcommander.net/: The original American Commander forum. Mainly oriented towards multiplayer. • http://duelcommander.com/: The French blog for the 1v1 Commander format, maintained by the committee who have provided this guide. • http://forums.mtgsalvation.com/forumdisplay.php?f=377: The American Commander forum on MTG Salvation. Provides a large number of deck lists, as well as inventorying the ’best’ cards by color. • http://www.magictrade.org/magic-forum-formats_ alternatifs-fal.html: The alternative formats forum on the French site Magic Trade, which includes Commander. • http://www.magic-ville.com/fr/forum/index.php?themecode= edh: The Commander forum on the French site Magic-Ville. • http://www.mtgfrance.com/viewforum.php?f=27: The alternative formats forum on the French site MTGFrance, which includes Commander. • http://mtgtop8.com/format?f=EDH: The Commander part of this website referencing Top 8 lists. 42 Glossaire Commander - In the Commander variant, each deck is directed by a legendary creature card designated as the deck’s commander. This card is subject to particular rules regarding how it is cast, zone changes, and is not affected in the same way as other legendary creatures by the legend rule. There is a new victory condition associated with it. See chapter B, Sections III - Le commandant and IV - La zone de commandement. Deck - The collection of cards that you play form a deck. In Commander, your deck should contain exactly 100 cards. At the beginning of the game, your commander is put in the command zone and the other 99 cards are shuffled together to form your library. It is recommended that you use a deck box to transport your deck, and use sleeves to protect your cards. See chapter A - Deck building rules. The color identity - A commander is characterized by its color identity, which is defined by the commander’s colors, the colors of the mana symbols present in its mana cost and those in its text box. This is very important, as this restricts which cards can be included in a Commander deck. See chapter A, Section III - Mana symbols on cards in the deck. 43 Mulligan - Executing a “mulligan” involves modifying your potential starting hand, normally getting one less card in return. The Commander mulligan rule differs from the normal mulligan rule (shuffling the starting hand into the library, then redrawing it with one fewer cards) in order to compensate for the randomness of shuffling a 99 card singleton deck, and in order to avoid multiple successive laborious mulligans. See chapter B, Section I - The mulligan. Command Zone - The Command Zone is a part of the play area. This is the zone in which your commander begins the game in the Commander variant. When in the Command Zone your commander is face-up and doesn’t count as being on the battlefield. Its abilities have no effect on the course of the game. It is recommended that the Command Zone should be a little away from the battlefield, though separated from the graveyard or exile zones. See chapter B, Section IV - The command zone. Warning - If you are unclear as to the meaning of any other terms, we recommend that you look in the Magic rules. See chapter C, Section IV - Resources.