![]() At the end of an ideal Commander game, someone will have won, but all participants will have had the opportunity to express themselves through their deck building and game play. Each game is a journey the players share, relying on a social contract in which each player is considerate of the experiences of everyone involved-this promotes player interaction, inter-game variance, a variety of play styles, and a positive communal atmosphere. As is fitting for a format in which you choose an avatar to lead your forces into battle, Commander focuses on a resonant experience. It's a socially interactive, multiplayer Magic: the Gathering format full of wild interactions and epic plays, specifically designed as an alternative to tournament Magic. Rule 10: Abilities which bring other card(s) you own from outside the game (such as Living Wish, Spawnsire of Ulamog, Karn, the Great Creator) do not function in Commander.Ĭommander is for fun.Rule 9: If a player has been dealt 21 points of combat damage by a particular commander during the game, that player loses a game. ![]() The card retains its "commander-ness" through any status changes, and is still a commander even when controlled by another player. As such, "commander-ness" cannot be copied or overwritten by continuous effects.
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