Complete Commander
Complete Commander
Complete Commander
COMPLETE
COMMANDE R
an unofficial guide
be n n i e sm i t h
Spark ignited, you’re ready to battle
commander
across the multiverse.
Now, choose the ultimate ally
who will always fight at your side...
The Complete Commander: An Unofficial Guide is the first of its kind. This shiny
eBook you’re about to explore is an informative, edgy, graphically stunning
Magic: The Gathering grimoire that’s a celebration of the game’s most popular
multiplayer format: Commander.
And the book wouldn’t be as epic as we desired without the extra swag: a foreword
from “the godfather of Commander” Sheldon Menery, an introduction by
DailyMTG.com’s Command Tower writer Adam Styborski, and an afterword
on the evolution of Commander design from Robby Rothe. Plus, we’ve included
new Magic: The Gathering fan fiction from the community’s best fantasy writers,
breathing life into some of your favorite characters in fun and unique ways. Last
but not least are the Spirit of Commander Vignettes—quite possibly written by
someone from your playgroup!
Edited and Produced by MJ Scott | Cover and Interior Design by James Arnold
The Complete Commander: An Unofficial Guide is not affiliated with, endorsed, or sponsored by
Wizards of the Coast. Wizards of the Coast, Magic: The Gathering, the mana symbols, expansion
names and symbols, trade dress or “look and feel”, character names and their distinctive likenesses,
and the pentagon of colors are copyrights and trademarks owned by Wizards of the Coast LLC in
2
the U.S.A. and other countries and used with permission. All Magic: The Gathering images are
tariel, reckoner of souls
owned by Wizards of the Coast LLC and used with permission.
table of contents
6 Dedication
7 Acknowledgements
8 Foreword
10 Spirit of Commander: 2 Gazillion Damage
Commander is an example
of what happens when a few highly motivated, highly dedicated people are successful
in infecting others with their own mania. It is a triumph of both spirit and expertise,
and reinforces the fact that sometimes a cool idea—and a few cool people—are all you
need. No one, not even someone like me (who is known to occasionally have visions
epic in scope) could have envisioned what the format has become.
There were a few lucky bounces along the way. Longtime friend, then-DCI Tour-
nament Manager (now Rules Committee member) Scott Larabee just happened to
be looking for me after a long Pro Tour day only to find me ready to introduce “this
wacky new format” to some of my judge community friends who hadn’t already got-
ten infected. He decided to sit in, got hooked immediately, and became primarily
responsible for introducing it around the office at Wizards of the Coast. Like every-
where else it got introduced, it spread. Soon, Director of R&D Aaron Forsythe was
one of the baptized, and we were off to the races.
The greatest share of the credit for the spread of our particular gospel belongs to the
dedicated members of the Judge Program. Already skilled ambassadors and commu-
nity representatives, the format simply tagged along on their Magic crusades. The list
of names is just too long to mention. Their attitude, zeal, and willingness to carry the
format with them wherever they went—the local FNM, the Grand Prix, even pros-
elytizing to whomever would listen in the Public Events area at the Pro Tour—was
instrumental in the meteoric rise of the format.
Two things that have made the format successful are that we haven’t tried to make it all
things to all people and we’ve intentionally kept it different from other formats. Our
strident unwillingness to bend to a competitive mindset—to not just let the format
become alt-Vintage—has kept it healthy. By providing a banned list that deals with
the worst offenders and a philosophy that lets local groups use that as a guiding prin-
ciple has been a recipe for success. Critics may charge that we’ve grown too large to
have a bottom-up view, but those critics are wrong. It’s exactly what has kept things
from getting stale. It’s exactly what’s kept the format accessible to new players. It’s
exactly what’s led to our popularity.
So in this Commander foreword, how will we take Commander forward? The simple
answer is by not messing with it too much. The format is a work of art, and art isn’t
something to be grabbed in a stranglehold and forced to submit. It’s something to be
carefully tended, nudged in the right direction. It’s a bonsai tree we will continue to
feed, water, and lovingly craft into something perpetually amazing.
2 Gazillion Damage
alex nolan - sydney, australia
I was in a big Commander game where everybody but 2 players had been eliminated:
a Mimeoplasm player who only had a Chainer, Dementia Master on the field; and a
Riku of Two Reflections player. The Riku player played Avenger of Zendikar—copying
him using Riku’s second ability—and produced approximately a gazillion tokens,
getting ready to kill the Mimeoplasm player. Before he could, the Mimeoplasm player
cast Entomb, got Massacre Wurm, then activated Chainer to put the Wurm on the
field, killing all the poor little plants and dealing approximately 2 gazillion damage to
the Riku player.
As my knowledge of Magic grew through more friends playing at school and the
monthly magazines filled with cards, prices, and tips, the way I played followed along.
I traded to build up my favorite color (at the time, blue) and get multiple copies of the
cards I wanted most. In a few more years I was drafting one of the most complicated
blocks ever released, Time Spiral, and playing at Friday Night Magic.
I believe that’s what drives the popularity of Commander: it’s a format tapping into
the primal nature of what Magic means to us. The Legendary creature we choose to
lead our deck, the colors that circumscribe and represent our strategies, the unique
cards we find to include and show off—there are innumerable ways Commander
becomes an intimate, personal experience. The restrictive rules that underpin deck
construction are an opportunity to express ourselves through our decks in a way no
one else will duplicate.
Unlike any other non-competitive way to play the game, it has rallied players around
the world. Unlike the casual formats that came before it, Commander “put a face”
onto the vast stretch of players that aren’t competitive but keep up with Magic. It’s
players like us that keep local game stores in business, that order strange and out of
print cards online, and constantly explore what we’re interested in most.
And unlike most casual formats, Commander requires exploration. It’s a daunting
task to consider over 14,000 unique cards you could be playing with. That’s where
The Complete Commander: An Unofficial Guide steps in. Understanding what makes
Commander tick, from the Social Contract to the intricacies of the rules, is invaluable
for newer players. The ramifications of choosing your deck’s colors or Commander,
and what certain colors truly mean for other players, is a leap into the metagame of
Commander. The time and skill it takes to build an entire deck, using 50, 60, or more
unique cards, is perhaps the most difficult step for Commander players. Bennie has
wisely chosen to cover this last.
As writer for the Command Tower column on DailyMTG.com, I’ve had one of the
biggest Commander myths dispelled: Commander players aren’t just the older, long-
term players of Magic, but predominantly those that have started in the past 1 or 2
years. Don’t get me wrong, there are plenty of players that can recall the days of Leg-
ends or Mirage or Invasion, but by and large the players seeking out information and
help are much newer than I’d have ever thought. The game has grown by leaps, and
the everyday player is someone that hasn’t seen Scars of Mirrodin, let alone the original
trip to Mirrodin.
The same features that make Commander a beacon for players like me also make this
format appealing for those new to Magic. Sets like Dragon’s Maze and Theros are filled
with flavorful Legendary creatures, empowering even the newest players to jump in to
the Commander format. Given the flavor and power of today’s Legendary creatures,
it’s no wonder the desire to use them to their fullest potential becomes an obsession
expressed in Commander.
The power of Commander also comes from its function of bringing older players to-
gether with the newest. When I was returning to Magic, Commander was called EDH
(Elder Dragon Highlander) and was all the rage at my local game store. I didn’t really
understand what the format was all about at first, but as soon as I tried a deck alongside
the veterans I understood what I was missing out on. Seeing everyone else’s decks told
me more about them than I’d glean in casual conversation. It hooked me instantly.
There’s a final thread that ties the community to Commander. It’s a thread that you
notice on message boards and artist signature queues at events.
There’s more to building and playing Commander than the mechanical pieces of deck
construction and player interactions. There’s the idea that our decks are flavorfully
consistent: these decks deliver not just our own personal view but a take on what it
means to be the Commander we’ve chosen. The idea that a story could be expressed
through a card game was the driver for the Weatherlight Saga, and that era of Mag-
ic has influenced decks ever since. The Complete Commander: An Unofficial Guide
wouldn’t be complete without the stories we imagine described by the decks we build.
Commander relates to so many aspects of what Magic means for us it’s hard to tell
where the core game stops and Commander takes off. Growing from a local format
to one shared around the world by some of the game’s greatest judges, to a juggernaut
receiving annual updates through cards designed exclusively for it... is a journey that I
never saw coming. As we’ve latched on to the excitement and intimacy of Command-
er, it’s given voice to players who may never join Friday Night Magic. Commander is
now a common bond among players that aren’t competitive (at least in the traditional
sense!), and a generalized “casual” experience that’s both true to Magic and restrained
against truly broken things.
All of this, and more, awaits you in The Complete Commander: An Unofficial Guide.
I ask, “How many cards does everyone have?” We all count our hands and figure
out Multani is a 30/30. I sacrifice him to Greater Good, drawing 30 cards and then
having to discard 3. Relief at having Multani gone ripples around the board, along
with a little confusion as to why I got rid of my most powerful threat. There was only
the tiniest amount of concern about the fact that I now had a gigantic hand of cards,
since I was only playing a green and red deck. It was fairly early in the game, everyone
had healthy life totals. What could I possibly do?
I play Multani’s little brother Maro. He’s as big as Multani was due to the number of
cards I’m holding, and I go ahead and sacrifice him too, to double my hand size, and
finally draw it.
Firestorm!
I’ve got enough cards in hand to discard and be able to Firestorm everyone to death.
The only problem is that I need 50 more targets for Firestorm to make it large enough
to kill all my opponents. I scan through my gigantic hand and finally find the card I
need. I cast Spontaneous Generation and make a 1/1 saproling for each card in my
hand. My opponents nod grimly—that’s a lot of token creatures, and even though
they’re small the swarm could prove even more lethal than Multani. Still, they aren’t
overly concerned until I cast Firestorm and pitch nearly my entire hand, targeting
each of them, all their creatures, and enough saprolings so that I can kill them all.
“Force of Will the Firestorm,” says the blue mage, casting it for no mana and pitching
a blue card from his hand to do it.
I smile. Lucky for me one of the few cards left in my hand is Pyroblast.
I counter the Force of Will, preventing the blue mage from shutting down my storm
of fire and destruction. Everyone is stunned.
Victory is mine!
I’ve been playing Magic a really long time–since early 1994–but I can still remember
the excitement of those early days when I first started playing. I had a large group
of gamer friends and we spent a lot of our free time playing Dungeons & Dragons,
Axis & Allies, and traditional card games like Hearts or Spades. For us, gaming was a
social event, and the more players the better. Magic was originally conceived to be a
portable and fast game you could play between 2 friends, and the whole tournament
scene that has sprung up around Magic reflects that initial idea of a duel. 2 person
games are pretty straightforward that way—you’re trying to defeat your opponent,
he or she is trying to defeat you, and eventually you’re left with a winner and a loser.
However, my friends and I jumped into Magic as a multiplayer game from the very The original 5
beginning. We were interested in something fun that we could all play together
Elder Dragons; each
around the game table. The games were longer, our decks were larger, and the cards
that were good in a multiplayer game were much different than the hyper-efficient color combination
and fast cards that appealed to fans of tournament Magic. We had a lot of epic games would become one of
that we still talk about now, though many of these friends haven’t picked up a Magic the Shards of Alara
deck in years. There’s something special about the collaborative stories you can tell many years later.
when a bunch of gamers get together and play a game as flavorful and cool as Magic. blue, black, red;
the shard of Grixis.
Over the years a lot of my friends drifted away from the game, and while I never lost the
love of multiplayer Magic, I did develop a fondness for competitive Magic and played
in quite a few tournaments. In 1999 I won the Virginia State Championship with
a unique mono-green deck that leveraged the explosive mana of Rofellos, Llanowar
Emissary and Gaea’s Cradle plus the mana-denial of Rishadan Port and Plow Under to
dominate games. This started a pretty impressive run of Top 8 performances at States
with unique deck creations over the years, including the very first competitive deck
to focus heavily on the dredge mechanic before anyone realized how powerful it was.
It was at such a tournament where I met Sheldon Menery, a high-level judge who was
living just a few hours away and would work many of the tournaments I attended. I
found that he was also an enthusiast for multiplayer Magic, in particular a variant he
and some others had developed called Elder Dragon Highlander. The “Elder Dragon”
part of the name came from a cycle of Legendary Magic creatures. And Highlander
Magic was a well-known casual variant where you could only use a single copy of any
particular card in your deck, with the name being a riff on the “There can only be one”
catchphrase from the Highlander movies.
Sheldon’s group had built on the Highlander concept, taken inspiration from the
Elder Dragons, and cooked it into a very interesting set of rules that I immediately
found intriguing, especially the part where you have a Legendary creature as your
Commander (back then called your General) always available to you when you have
the mana to cast it. When you balance out the supreme consistency of that card
against the randomness that comes from playing a 100-card singleton deck, you open
up all sorts of possibilities.
To me, this aspect of Commander is extremely appealing. Before I was turned on to the
format, those random singleton rares in my collection were mostly annoyances. Now
though… each is a potential superstar just looking for the right deck in which to shine.
Also, multiplayer Magic often brings the luxury of time. In a competitive Magic duel,
games often end within 15 or 20 minutes, and can sometimes be decided in the first
few turns. This severely constrains the types of cards you can realistically expect to
play and have success with. Only the most efficient and impactful cards have a chance
to thrive in competitive Magic.
There have been more than 10,000 individual Magic cards printed since Alpha. Want to
play with a lot more of them? If the answer is yes, then Commander is the format for you.
There can be some negative ramifications for hewing too close to this style of
deckbuilding. Casting tutors such as Green Sun’s Zenith or Demonic Tutor can take
up a lot of time sifting through a 100 card deck, and meanwhile everyone else around
the table is sitting there waiting for you to finish. Also, if you’re going through the
trouble to find a specific card, it can set off a red flag to anyone holding a counterspell
that maybe they should save that counterspell for whatever you searched for. Or
worse, if the table is worried that you’re assembling a devastating combo then maybe
they should go ahead and kill you before it comes back around to your turn.
There is something liberating in stepping away from these sorts of cards and this sort
of thinking. Instead of trying to force your deck into the same lines of play each game,
sit back and enjoy the discovery of seeing what your deck gives you this game. You may
have to work a little harder to win, but that’s not always a bad thing. Sometimes you’ll
even find some cool card combination you didn’t even think about when putting the
deck together. There’s also political cover to be gained from not constantly searching
through your deck for specific cards—if people aren’t concerned you’re assembling
your killer combo with precision then they’re more likely to turn their attention to
more troublesome players and leave you time to draw into your haymakers.
Obviously, within the technical confines of the game there’s going to be an official
“winner,” but what we should all strive for is to make sure as many people at the table
have fun during the game as possible. Even if someone doesn’t technically win the
game, they still “win” if they leave the game with a smile on their face.
White, Green, Red:
So how do we do this? We give them a good story to tell. the shard of Naya.
The best Commander games play out like a high-concept movie. Say a player jumps
out in front with a strong early play and becomes the first obvious “villain” at the
table. The rest of the players band together to try and take him down. Some might
even sacrifice themselves along the way to help with the cause. Maybe the villain goes
down in a blaze of glory, expending all his resources in some huge play that takes a few
players down with him.
Or maybe while everyone’s concentrating on what seems like the Big Bad, nobody’s
paying attention as an ally turns around and steals the game from nowhere, proving to
be the evil mastermind the whole time.
Why do we as humans love great movies, great television shows, and great books?
Because we love stories, and you know what? Magic gives us tools to tell great stories
too! Sure, at its fundamental core Magic is a game of strategy and skill, of math and
probabilities, of analysis and reason—but Magic is also a game of magic and artifacts,
clashing sorcerers and monstrous rival armies, of heartbreak and laughter, of tricks and
traps and miracles. A great Magic card isn’t just a collection of stats and rules, it’s also
an embodiment of art and creative writing—all of it coming together to provide an
immersive moment in the story that is a game of Magic.
Commander is the format where adventures of legend can be had. This is where
you can dig into Magic’s deep and rich history of beautiful artwork and swords and
sorcery. Here, you’re at liberty to pull out something obscure, something weird,
something nostalgic, something silly, and put a smile on everyone’s face. This is what
Commander is supposed to be about—a sense that everyone at the table just shared a
kick-ass story for the ages.
I had chosen Rayne for a couple of very specific reasons. First, she is cheap, touting
a CMC of 3. Second, her ability lets me draw cards, which is like crack for me. If
there was a format of Magic where I could just draw a bunch of cards all of the time,
I would probably love it. Third, and perhaps most importantly, she was the only blue
Commander option, and I knew that the blue cards we had access to would make
for some memorable games. Blue cards can be annoying and perhaps too powerful at
times, but they are always interesting and they always mix things up.
The game started slowly and smoothly with everybody hitting their land drops and
putting down a small creature. Then I hit my third land and plopped down Rayne. I
felt like I hit some kind of achievement by playing my Commander first. It felt good,
like I just lapped my opponents in a race. My smugness must have radiated off of me
something fierce as my opponents gave me dirty looks. Oh well.
I ended my turn shortly after the summoning of Rayne and then the turn went to the
Krenko player. He untapped and drew and a bright smile beamed across his face. He
tapped a mountain and played Goblin Fireslinger, who has the awesome ability to do
1 damage to target creature or player. My friend shot me a gleeful look and ended his
turn (the bugger didn’t have haste, thankfully).
Eventually, the turns circled back to him and he tapped and destroyed my Rayne. I
was able to draw a card from the assault thanks to Rayne’s ability, and it just happened
to provide an answer of sorts to the problem of the fireslinger: Psychic Battle. For
anybody not intimately familiar with this card, the text reads: “Whenever a player
chooses one or more targets, each player reveals the top card of his or her library.
The player who reveals the card with the highest converted mana cost may change
the target or targets. If 2 or more cards are tied for highest cost, the target or targets
remain unchanged. Changing targets this way doesn’t trigger this ability.”
As soon as I had the mana for it, I plopped that sucker on the field, and then on
the next go around, I played Rayne for 5 CMC. My friend-turned-enemy tried the
Goblin Fireslinger ability again and we all revealed our topdeck. The highest CMC
was tied, so the target was unchanged. Fine. I drew a card, and put Rayne back in her
still warm Commander seat.
My next turn came and I tried playing Rayne again for 7 CMC (now the most
expensive Commander we had). My friend tried the Goblin Fireslinger ability again.
Ha! The Rith player won this time with some sort of 5 CMC beast. Luck smiled upon
me, and I would not be struck down by that runty goblin again. Oh wait, he didn’t
On my next turn I played Rayne again for 9 CMC. This might sound a bit expensive
as I sure had other cards I could play and get more value from. But this was war. I
was being shut down completely by a 1 CMC 1/1 goblin with a lighter and an old
school slingshot. There was no way I was going to admit defeat to the goblin version
of Dennis the Menace. So I tapped my 9 islands to play my Commander yet again.
My blood sworn enemy/former friend tapped his goblin again to try to take Rayne
out. We revealed the top. The Krenko player revealed a mountain, so I was excited. I
saw a Doom Blade on the top of the Nefarox deck and a cheap artifact on the top of
the Rith deck. I revealed the top of mine and showed a Colossal Whale. Not only did
I win the flip, but I won it handily!
Without hesitation I redirected the 1 damage to the Goblin Fireslinger himself and
killed the twerp. I did it! I reached victory! I won the game!
What was that? I didn’t win the game? I just managed to kill a 1/1 creature? And while
I’ve been focusing my attention on that, Rith has become equipped with the Rings of
Kalonia and Valkas and is now a trampling 9/9 creature; Krenko has amassed a legion
of pointy goblins ready to mow down everybody in sight; and Nefarox, well, Nefarox
was having his own difficulties on his side of the board. Being Overlord of Grixis at
that moment seemed like being the captain of a sinking ship. Hmmmm, maybe I
should have readjusted my priorities.
Suffice it to say, I lost that game. Hard. Psychic Battle obviously came into play in a lot
more than the Fireslinger feud I entrenched myself in, and once I cast Curse of Echoes
on what ended up being myself (it was redirected to me thanks to Psychic Battle), the
game got really wacky really fast. That is what I remember most about the game, not
the fact that I was first out.
To add insult to injury, turns out Rayne was dying needlessly! Goblin Fireslinger can
only hit players, not creatures! We all misread the card—but you know what? Didn’t
really matter—the story as it unfolded was epic and memorable to all of us.
QUICK OVERVIEW
However, if you just want a quick overview, here’s the important stuff:
1. Choose a Legendary creature as your Commander.
2. The Commander’s mana cost limits the colors of cards you can play in your
deck and your deck cannot generate any other color mana (it would just be
colorless).
3. A Commander deck contains exactly 100 cards including the Commander
(formerly General). Your Commander starts the game in the Command
Zone rather than shuffled into your library.
4. Except for basic lands you can only have 1 copy of each card.
5. Commander is played with Vintage-legal cards and some number of banned
cards.
6. You begin the game with 40 life.
7. Your Commander is always available to cast from your Command Zone so
long as you have the mana.
I know you’re probably ready to get into the fun stuff—deckbuilding! Don’t worry,
the next couple of chapters are chock full of advice on building your Commander
decks, but I’d recommend at least a cursory glance through the comprehensive rules
presented below.
COMPREHENSIVE RULES
1. 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: a
gentleman’s/gentlewoman’s agreement which goes beyond these rules to
include 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.
25 the rules
Players must 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. Any number
of 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.
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. It is not, however,
guaranteed to be available at every point in the game, so good Commander
decks should be able to function without it for a time.
2. 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.
The Commander’s color identity restricts what cards may appear in the deck.
Cards in a deck may not have any colors in their 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.
Lands whose type includes Swamp, Island, Plains, Forest and/or Mountain
(basic lands, shocklands, dual lands, etc.) DO contain the corresponding
mana symbol(s) as per Magic’s Comprehensive Rules 305.6. As such, while
they are considered “colorless” they do have a color identity and may not
appear in a deck unless the Commander is 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.
A card that transforms includes both sides when determining its color identity.
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 Commanders of
the same color identity.
Reminder text is not included in the color identity of a card. For instance,
Blind Obedience’s reminder text for the mechanic Extort uses the hybrid
26 the rules
black and white mana symbol, but the enchantment’s color identity is
considered just white, not white and black.
3. A deck may not generate mana outside its colors. If an effect would
generate mana of an illegal color, it generates colorless mana instead.
5. With the exception of basic lands, no 2 cards in the deck may have the
same English name.
27 the rules
10. While a Commander is in the Command Zone, it may be cast.
As an additional cost to cast a Commander from the Command Zone, its
owner must pay 2 for each time it was previously cast from the Zone. This is
sometimes referred to as the Commander tax.
13. Commanders are subject to the Legend rule; a player cannot control
more than one Legend with the same name.
14. Abilities which refer to other cards owned outside the game do not
function in Commander unless the optional sideboard rule is in use. If
sideboards are used, Wishes and similar cards may retrieve sideboard cards.
28 the rules
WHY ISN’T THE BANNED LIST BIGGER?
Looking over the Banned List, you’ll see some of the most degenerate and powerful
cards that Magic has ever seen. Many of these are banned or restricted in Eternal com-
petitive Magic tournaments and often tend to be quite expensive to acquire. Some
of the cards have been found to be particularly overpowered in a multiplayer format.
Since Commander was designed to be a fun and social game, it is best that these cards
not be used.
Commander players will find as they first start to play that there are plenty of cards
out there that are very nearly as powerful and degenerate as the cards found on the
Banned List. Which leads to questions such as “if [card X] is banned, why isn’t [card
Y]?” and “[card A] seems more powerful than [card B], so why isn’t [card A] on the
banned list too?”
The key to understanding the Banned List is to realize that the list is meant to be
mostly representative rather than entirely comprehensive. Trying to create a Banned List
that includes every degenerate card or broken combo in the history of Magic would
prove to be extremely difficult and also be incredibly cumbersome and unwieldy for
new players to learn.
Take a look at the first line of the Comprehensive Rules above, and it bears repeating:
29 the rules
MULLIGANS
A challenge to playing a 100 card deck is that, after you sufficiently randomize it be-
fore the game, you’ll end up with an unplayable hand. Commander emphasizes the
fun had through player interactivity, and there are few things worse than being the
only person around a multiplayer game table that can’t do anything because your hand
is just unplayable. So Commander encourages liberal use of pre-game mulligans so
that each player has a starting hand that will enable them to at least participate in the
early turns of the game.
1. In turn order, players may exile (face down) some or all of the cards in their hand.
2. Each player then draws 1 less card from their deck than the number they exiled.
3. Players who exiled at least one card may return to step 1 and repeat the pro-
cess, drawing 1 less card each time.
4. Players shuffle all exiled cards into their deck.
It is worth noting that even with this form of mulligan, decks playing an insufficient
number of mana sources will routinely draw poor hands or insufficient mana as the
game progresses.
Another popular way to mulligan is to allow a Big Deck Mulligan, where any player
can shuffle his hand back into his deck and draw 7 new cards once. After that, stan-
dard Paris Mulligan rules can apply—you can shuffle your hand back into the deck
and draw 1 less card each time.
30 the rules
BANNED LIST
current as of the release of Theros
The Commander Rules Committee very rarely adds cards to the Banned List, but
it does happen occasionally, so for the very latest information please go to the link
provided above. They review the health of the format and consider changing the
Banned List at the same time that Wizards of the Coast rolls out their Banned and
Restricted announcements—the Monday before each set’s prerelease weekend. The
list below represents the Banned List current as of the date of publication:
Additionally the following Legends may not be used as a Commander, but can be
included in the 99 other cards in your deck:
31 the rules
SIDEBOARDS
Optional Rule
Rather than filling every deck with banal responses, it is sometimes preferable to allow
some flexibility in the composition of a deck. If your playgroup decides on allowing
sideboards, here’s how you handle them:
Highly tuned threats piloted by skilled opponents mandate efficient answers. The
minimum number of response cards required to ensure they are available in the early
turns can easily overwhelm the majority of a Commander deck’s building space.
Sideboards can help players respond to the “best” strategies in a timely fashion. They
sidebar
Late in the game, he dropped a Greater Good with Mayael, Seedborn Muse and
Kessig Wolf Run in play.
He eliminated player 4 with a Vorinclex he brought out with Mayael. Steel Hellkite
was shutting down my Animar combo deck, and an Angel of Serenity ripped apart
player 3’s board. We wanted to kill his guys, but the Mimic Vat he had on board was
sort of stopping that.
After Wolf-Running the Hellkite, he sacked it to Greater Good and drew 28.... so his
hand was pretty good. He dropped a Winding Canyons and just played creatures and
activated Mayael each turn. These creatures included a Stalking Vengeance.
Eventually, he had just 13 cards left in his deck. He attacked player 4 for lethal,
so player 4 did what anyone about to die would do; he cast Blue Sun’s Zenith for
everything at the Mayael player, causing him to draw 12.
So the new guy was left with 1 card left in his library. I looked at his bin and his board,
and knowing my deck and what was in it, I knew what he’d draw. I also knew he
couldn’t kill the last 2 players with what he had on board, so I had to solve the puzzle
for him.
He drew his card and attacked player 2, leaving him at 10. He then cast Scourge
of Kher Ridges. I thought to myself “this is his first Commander game and I’ll be
damned if he gets milled to death” so I cast Hinder on his Scourge of Kher Ridges.
“Counters Scourge”
“Oh…”
So with 1 card left in his deck, he drew the Scourge, got another attack phase, swung
out, and Scourge’d his own team away, triggering Stalking Vengeance for an absurd
amount.
To say the new guy had a blast was an understatement. Needless to say, he’s been
trading around for format staples to build his own deck ever since.
While it’s perfectly fine to build a Commander deck this way (“from the bottom-
up”), it’s often a lot more fun to craft your deck to complement the abilities of your
Commander, or to play a lot of cards that get a whole lot better when your Commander
is in play. Legendary cards in Magic are often infused with a lot of great flavor and
you can get a lot of satisfaction from letting that Legend’s flavor and personality infuse
itself throughout your deck. Since your Commander is nearly always available to
you from the Command Zone, it’s not unreasonable to build your deck with the
expectation of having that Legend in play quite frequently.
His second ability lets you sacrifice another creature, and each opponent loses life
equal to the sacrificed creature’s power. To maximize this ability you should play
creatures that have high power, and there are certainly plenty that fit the bill in green
and black. Cards like Mortivore and Lord of Extinction are particularly good in this
role since you may already be pushing a lot of creatures into your own graveyard to
feed Jarad’s first ability.
His last ability may seem like a throwaway if you’ve got him already as your Commander
since if Jarad dies you can just put him into the Command Zone and recast him—but
depending on how removal-happy your opponents might be, the Commander tax
might get so high to recast him that it might be preferable to just let him go to the
graveyard and sacrifice a Swamp and Forest to bring him back to your hand.
You’ll also not want to overlook his creature types as a Zombie and an Elf. Both of
these creature types have had a lot of tribal support over the years, and you might
consider making Jarad, Golgari Lich Lord the Commander of your green/black Elf or
Zombie deck.
Phelddagrif gains flying until end of turn. Target opponent gains 2 life.
Return Phelddagrif to its owner’s hand. Target opponent may draw a card.
In multiplayer Phelddagrif is like Santa Claus, the gift that keeps on giving—as
long as you’re nice and not naughty. If you make it clear you’re willing to hand out
hippos, life and cards, your opponents will often be willing to help with whatever
onboard issues you might have. Politics 101: you scratch my back I’ll scratch yours,
Let’s take a look at another Legend, Grand Arbiter Augustin IV. Here are his abilities:
At first blush he seems like a perfect Commander. He helps you cast your spells for
less mana and his Mana Tithe affects all opponents around the table. While that’s
technically true, more importantly what that last ability actually does is annoy the
living crap out of everyone at the table while not really locking them out of playing
spells. That’s a recipe for disaster; no matter how strong your position in the game
if multiple players flat out gang up on you from the beginning it’s trouble. At a bare
minimum every piece of creature removal will be pointed at your general. Worst case
scenario, multiple players decide the best way to remove the Grand Arbiter annoyance
is to just take you out of the game. Even before you’ve cast your Commander, he
could be negatively impacting your chances simply because of the choice you made.
An important question you need to ask yourself when choosing a Legend as your
Commander is: how will the other players react when this Commander gets played?
Multiplayer is tricky because you don’t want all your opponents to be enemies until the
time is right to take them out. The best Commanders tend to be powerful without being
too overtly threatening or provocative. A Legend that’s extremely powerful can drive
your opponents’ actions against you just like a Commander that’s extremely annoying.
Now I’m not saying you shouldn’t ever play aggressive, powerful, or annoying
Commanders. The takeaway is this: make sure you think through the reaction the
other players will have when you play your Commander—or in some cases, the
reaction they’ll have when they merely find out that you chose that Legend as your
Commander—and plan accordingly. Maybe you’ll want to add in a lot of defensive
measures to protect yourself from getting ganged up on, or maybe you’ll want to make
sure your deck can function fine without the Commander in play if you figure a lot of
people will try to prevent you from keeping the Commander on the battlefield.
Aggro
If you pick a Commander that has a low mana cost and has a high power, you may
want to really push the aggressiveness of your deck. Since Commander tends to
encourage slower board development and bigger, splashier spells that cost more mana,
you can sometimes come out of the gate guns blazing and take your opponents down
fast. The more opponents you have around the table the less viable this strategy
becomes if you want to win the entire game, but sometimes it’s fun just to go out in a
blaze of glory, taking down the player who might have worried everyone else around
the table. Anax and Cymede could work very well in a highly aggressive strategy.
Voltron
This strategy involves buffing up a particular creature—often your Commander—
with equipment or auras that make him larger, more threatening, and hopefully
unstoppable. Ideally you’ll want to pick a Legend with hexproof, like Lazav, Dimir
Mastermind or Uril, the Miststalker. Legends that are resilient—such as Tajic, Blade
of the Legion—also do quite well in a Voltron strategy.
Care Bear
Sometimes it’s more fun being a king-maker rather than the king, and so you can
choose to build a deck that helps one or more of your opponents more so than yourself.
This is referred to as “Care Bear Magic” and can be an amusing change of pace. If
someone makes a play that seems cool or is playing flavorful and fun cards rather than
a powerful deck, throw your helpful cards behind them and help them win. We talked
about Phelddagrif earlier in this chapter, and its abilities all lend themselves well to
this sort of strategy.
Griefer
Some people get a lot of enjoyment in shutting down other people’s plans rather than
trading haymakers back and forth. He or she might find it amusing to lock everyone
under a Winter Orb with Opposition to tap down the land they untap. A word of
warning: not too many Commander fans appreciate this style of deck, which flies in
the face of the style of play the format tries to encourage, so if this sounds like your
cup of tea you may want to warn your playgroup ahead of time. On the other hand,
some opponents may actually like the challenge of trying to break out of these sorts
of griefer strategies.
4 Johan Red/Green/White
Vigilance is a handy ability to have in multiplayer, letting a big creature swing in for an
attack and still be available for blocking. Johan doesn’t technically provide vigilance to
your team, but for all practical purposes he does so long as he himself doesn’t attack.
Plus, he just looks cool!
Navigating the third sphere of Phyrexia would have been an impossibility—a collection
of distortions, branches, and dead ends—had it not been for Azami. The endless halls
of her library contained a great deal of information, as I had found, not limited to
Kamigawa. Hours of twists, turns, and doubling back had lead us to this strange place,
a forgotten endpoint in this insane parody of a grid.
The cavern was filled with the constant grinding baritone of the portal stones as they
shifted from point to point. The low rumble was punctuated by the gentle rustle of
paper all around us. Luminous runes bathed us in a soft turquoise glow, an endless
variety of scrolls dancing through the air like butterflies. Occasionally one would stop,
presenting its contents to the robed figure who stood beside me.
Dark hair, dark eyes, dark voice—she articulated every word as she translated from the
myriad languages her parchments held. “Now turn the outer circle until the three blue
stones line up with the green ones on the other side.”
I rotated my wrist slightly, and the outer circle groaned to life. The portal that loomed
over us was large enough to fit an army—when it was open. Tightly interlocking shapes
formed a swirl of geometric patterns, sealing the way.
Images danced across the surface of the stone as it slowly shifted from one pattern to
another, individual parts moving with clockwork precision. I could see the silhouettes
of paragons, tyrants, and everything in between. These images were carefully
reconstructed catalogs of shifting forces and pivotal moments in time—moments
where man and monster became legend.
There were hundreds of immortalized figures vying for supremacy within the etchings
of the portal, but there was only one who held my attention. One who stood taller
than the rest. One who shone with the brightest light.
__________
“Azami! There’s another puzzle here.” One last barrier. Walking past me, brushing me
out of the way with a dismissive flick of her hand, she scoffed.
“I know.” Several scrolls trailing obediently behind her form, she strode up to the
final door of the hub, head held high. Ignoring the multitude of golden treasures that
littered the room, she began to manipulate a small puzzle box, her scrolls flowing
around the procedure to give her the best view of what to do next.
I looked around the vault, seeing the ornate designs for the first time. I had seen
this place in sketches, stories, and journals, all pointing to a towering grandeur. The
records paled in contrast to what I beheld: the statues, the ancient armors, the flicker
of magical energies still alive in every nook.
I ran my hand along a wall engraving, smooth and measured, confident, the work of
a master. “I can understand how some never leave a place such as this.”
As Azami worked, I heard the all-too familiar rush of metal, hoof, and claw charging
through the open portal. I unclasped my warhammer, the rune-etched head still slick
from our previous encounters that day. “Haven’t had enough, boys?”
I turned toward the portal, my weapon at the ready, and focused my thoughts on the
thread of memory that would bring me the power I needed to survive. In a situation
like this, I knew just the experience to draw on...
For a moment I drifted off to the wooded foothills of a river valley in late summer.
Pulsing with life, the blazing vibrancy of verdant green turning to reds and golds was
intoxicating—my muscles surged with strength. Azami sighed in irritation and began
working faster.
The first Phyrexian to rush the room died instantaneously, my maul cleaving through
flesh and steel as though it were a rotten tree stump. The second abomination was
not so fortunate, partially deflecting a hammerblow that nevertheless sent it spiraling
through the air and into a nearby wall with a sickening crunch. Three warriors charged
in with a flash of talon and blade. In one clean stroke all three were on the ground.
Azami continued on, her eyes darting between scroll and puzzle box, muttering to
herself as she worked.
More twisted creatures enslaved by Phyrexian compleation charged through the open
portal. I called to mind a small chapel I had visited in winter, the absolute stillness of
the open meadow where it stood concealing latent energy blanketed under the cold,
waiting for the release of spring. I felt the untapped potential in my lungs, like a
scream waiting to be unleashed. I channeled the fire of conviction into my hammer,
smashing the ground in front of me. White flame erupted from the point of impact,
shattering the incoming Phyrexians, lancing through Azami and myself without harm.
Drenched in a sticky green oil so dark it was almost black, I shook off the foul remains
of the monsters as best I could. It was only then that I saw it: several scrolls lay in
tatters on the floor, wrapped around my fallen opponents’ limbs. A lump in my throat,
I slowly turned to Azami. Not looking up from her work, she shrugged.
Before I could answer, thank her, say anything—the room unlocked. Azami gasped in
surprise.
There had to be a hundred scrolls lining the walls within. The ornate decorations on
the scroll rods spoke volumes of the treasures of knowledge and wisdom contained
therein. Azami rushed forward, and I felt the lump in my throat get tighter. It wasn’t
too late, I could still say something to the woman who had just saved my life. Yet, as
her fingertips were about to touch the first scroll, I remained silent.
I felt the reverberating thud as the time lock took hold. Through the temporal haze
I could see her, still about to touch that first scroll. For minutes I just stood there,
looking at it all. I produced the stolen scroll, carefully removed from Azami’s library
many years prior. I walked as close as I dared to the null zone, placing the scroll on
the floor where she would be able to find it if, and when, she was released. This was
the scroll that warned of the rules of the vault, the final traps contained therein. The
only reason the vault could continue to exist, and the reason that I would be allowed
to leave with a new Commander, is if I left one in exchange.
As the room rotated on an unseen axis, Azami disappeared around the corner. I looked
away, shaking my head. But just as her room vanished, a new one came into view.
He stood twice as tall as any warrior I had ever seen, armored down with plates of
magically reinforced steel, bearing a weapon the ignorant insultingly referred to as a
sword. He was tall and proud of stature. As I walked towards the one-man army, the
blade of a nation, the son of suns, I heard his voice, reanimating and coming back up
to speed.
“...Wwwwwwas just thinking that maybe this is a trap.” Rafiq turned his head, and
was startled to see me. “By the Angels, who are you?”
“Lord Rafiq, I am a Planeswalker, and you’ve been tricked. The Planeswalker you were
just accompanying left you in a time lock so that they could make off—alone—with
the treasures of this vault.” Rafiq’s face was one of shock as I explained his predicament
to him.
“Freedom always comes at a price, what is yours?” His piercing eyes locked on me.
“I’m in need of someone like you—one with great skill at arms and the heart of a lion.”
He walked toward me, lifting his deadly weapon. The tempered edge was razor sharp,
glistening in the runelight. Slowly he tested his grip, armor plates creaking and
snapping into place, knowing the freedom of movement for the first time in many
months.
“How do I know this isn’t just another trap, then?” His blade honed its way towards
me.
“I can say any number of things to assure you of my intentions, but it’s your choice
to believe. I will tell you this: I came here to get you out of this place and I need your
help.” As the weapon edge drifted closer, I stood my ground.
“There are a great many things I’m not telling you, but that’s not the point. The point
is I’m telling you that if you ever want to escape this vault, now is the time.”
I didn’t flinch. “I may not be Elspeth Tirel, but you could do a heck of a lot worse
than me.”
He considered... then planted the tip of his blade in the ground between us. Offering
a hand, Rafiq narrowed his gaze.
“Very well, Planeswalker, I will give you a chance to live up to your word.”
Grasping his hand and wincing slightly at the strength of his grip, I forced a smile.
Kozilek had a mana rock heavy hand (but with 16 mana rocks, that’s pretty common),
as did Melek, Izzet Paragon. Savra, Queen of the Golgari discarded turn 1 instead of
playing a land, binning a Golgari Thug. Sygg, River Guide opened with a Mystical
Tutor... for Enlightened Tutor(!) which turned into Darksteel Plate equipping Sygg
himself. Kozilek just started churning through cards via a turn 3 Mind’s Eye with mana
up and then a few turns later casting the big man himself. Melek used more traditional
cantrips to dig his way to a Consecrated Sphinx while Savra sat back playing 1/1 dorks
and dredging constantly. Kozilek was removed when Sygg wrathed the board (not for
the first time), but not before Melek managed to Snap his Sphinx back to his hand.
It’s Melek’s turn. I’m holding Shimmer Myr, Duplicant, Trading Post, and Unwinding
Clock and have about 30 mana open (thanks to Cloudpost, Vesuva-Post, Thespian-
Post, and Glimmerpost all at once). Sygg is tapped out after a Rout and we all know he
doesn’t play free counterspells (no Pact of Negation, Force of Will, etc). Savra doesn’t
have instants and has no creatures in play. Melek, who has only a few mana rocks and
a Leyline of Anticipation out, decides now’s the moment for a backbreaking hard-cast
Omniscience and goes for it. We all groan a little and ask if he’s got the win in hand,
but he doesn’t. Instead, he dumps Consecrated Sphinx, Charmbreaker Devils, Gilded
Lotus, and Archaeomancer (returning nothing) into play.
Someone says, “Whelp, there’s the game. We can’t stop Sphinx.” To which I reply, “I
got this guys.” I flash in the Shimmer Myr (no counter from Melek) and then go for
the flash Duplicant on Consecrated Sphinx. Melek then grins and reveals 1 of the 2
cards in his hand: Evacuation! We all pick up our guys and he replays everything, this
time using Archaeomancer to target Evacuation. It backfired though, since he forgot
I got back Shimmer Myr and, more importantly, Duplicant, so I go for it again, this
time with the Archaeomancer trigger on the stack in order to dodge the Evacuation
madness. He laughs and shows me a Force of Will for the Duplicant. I sigh sadly and
let the Force happen on my poor Duplicant. I then tapped out for Unwinding Clock
and Trading Post, used Trading Post to sacrifice a mana rock to get Duplicant and cast
Duplicant again, which finally got there and exiled the Sphinx! All of this happened
during Melek’s end step and with an Archaeomancer trigger on the stack.
When the turn finally passed to Sygg, poor Austin just sat there and said, “Nothing I
can do is gonna match up with what just happened, so here’s a land and I’m passing
the turn.”
In most cases, that would probably be excessive. The rule of thumb I follow when
sketching out deck ideas is 39 mana-producing lands plus a Sol Ring, a 2-mana artifact
such Fellwar Stone or Everflowing Chalice, and one to two 3-mana artifacts like
Darksteel Ingot and Chromatic Lantern. If I’m playing green I’ll likely go ahead and
include Sakura-Tribe Elder and maybe a Cultivate or Kodoma’s Reach. If I’m not
playing green I’ll usually find room for the artifact Journeyer’s Kite, which isn’t mana
acceleration but it can help with mana-fixing and making sure you keep hitting your
land drops.
Keep in mind that I’m counting mana-producing lands here. Lands such as Maze
of Ith or Dark Depths that don’t produce mana should be counted as spells when
calculating your mana percentage.
If I’m not building a mono-colored deck I will also usually add in the appropriate
“bounce lands” from the original Ravnica block: Azorius Chancery, Boros Garrison,
Dimir Aqueduct, Golgari Rot Farm, Gruul Turf, Izzet Boilerworks, Orzhov Basilica,
Rakdos Carnarium, Selesnya Sanctuary, and Simic Growth Chamber. These awesome
mana fixers were judged to be “too good” for Limited after people realized you’re
basically getting 2 lands in 1 card for a relatively minor drawback. Think of them as
squeezing some bonus lands into your Commander deck without using up additional
card slots, and sometimes their drawback of returning a land to your hand can be
useful: you can reset the Vivid lands (Vivid Grove, Vivid Creek, etc.), guarantee more
landfall triggers such as on Avenger of Zendikar, or replay Lorwyn’s Hideaway lands
(Mosswort Bridge and Windbrisk Heights are the best ones).
A trick I use to ensure I strike the right colored-mana balance in my deck is to count
the colored mana for each spell in my deck and tally them up. For instance, a spell
that cost 1GGW would get 1 tick mark under white and 2 tick marks under green. I
then add up all the tick marks for each color and come up with a percentage mix. I can
then look at the lands I have providing colored mana and make sure the percentage
lines up.
Keep in mind the more colors you run in your deck, the fewer lands you’ll want in
your deck that produce colorless mana. There are a lot of great utility lands that
are fantastic in Commander, such as Winding Canyons, Gavony Township, Inkmoth
Nexus, and Mutavault, and while they let you squeeze more function into your deck
without using up spell slots, they can’t color-fix your mana. If you’ve got a bunch
of spells in your deck that have heavy colored mana requirements, having too many
lands that produce colorless mana can leave those spells stranded in your hand.
Now eyeball your stacks. You’ll probably notice that the stacks containing 3, 4 and 5
mana will be the highest (see Sidebar: The Trouble with CMC=3) because there are
a bunch of great Commander cards at those costs. If you trim your stack down to
100 cards without paying attention to the mana curve, however, you risk stalling on
Below is a sample mana curve as a rule of thumb for building your first Commander
decks. As you play your deck, pay attention to the flow: does it feel that you’re able to
participate at all stages of the game without your hand getting clogged with spells you
can’t cast? Tweak the numbers in your curve based on what you observe.
12 11
9 9 8
7
3 2
0-1 2 3 4 5 6 7 8+ X
39 Mana-producing Lands
That’s why sometimes it pays to look for what I call “subtle synergy”—cards that look
rather innocuous at first glance, but when played with other cards can sneak up and
turn into powerhouses. Finding these under-the-radar ways to throw haymakers can
often earn you tons of style points, especially if they involve cards people rarely see
played against them.
Set your Commander in front of you and really take a look at the card. Think about all
the implications from its printed text box, creature type, power and toughness. Think
about what players might do before it gets cast. Think about what players might do
after it gets cast. Think about whether you’ll need to defeat someone by invoking the
“Commander deals 21 points of damage” rule—is your deck up to that task?
There are quite a few online card databases out there. I’d recommend going to the
source over at Magicthegathering.com, which is called Gatherer. Several other large
Magic websites have them too, such as Starcitygames.com. Even if you think you
already know what cards you’re going to want to use go ahead and run some queries
through the card databases—there are likely cards you overlooked that would fit your
plans perfectly.
If you have the time it doesn’t hurt to sift through your entire collection and just see
what ideas pop up as you go along. For me there’s something about holding the actual
card in my hands that seems to oil the gears of creativity much better than staring at
a computer screen. As a time saver don’t just pull cards for the current Commander
you’re looking for, but consider the next Commander you’d like to play and pull cards
for it, too.
Over time you’ll find there are cards you go to time and time again for Commander,
so it pays to set aside a special box (or boxes) for just those very cards—a Commander
Toolbox that’s easy to find and access.
Command Tower
john dale beety
I feel sorry for the Planeswalkers I’ve met who don’t have a family or a place to call
their own. I’ve seen too many worlds to want to stay in one spot all the time, but I’ll
keep my cozy fire and my extended clan. There’s no plane like home.
Home’s where I went a while back. I landed at my usual spot: Uncle Jack’s Junkyard,
Command Tower, my alcove on the ground floor. The guard in the lobby didn’t even
blink when I walked up. She just straightened her thick gray gloves and picked up the
crystal on her desk, one of a set I’d acquired at a quarry in Otaria.
“Uncle Jack? The kid’s back.” She listened, nodded. “He says to head on up.”
There are 32 flights of stairs in the tower, which is why I’d put on my running boots
before ’walking over. I went up them lickety-split, caught my breath at Uncle Jack’s
door, and knocked.
Uncle Jack looked fat and happy as ever when I entered his office, though I’d learned
long ago not to read too much into his smile. He waved with a gray-gloved right hand.
His left hand was bare to write and tan like the feather-barbs at the top of his quill.
“Just let me finish this column... there.” Uncle Jack put up his quill and blotted the
page. “Welcome back, kid. I was hopin’ you’d come.”
“Thanks, uncle.” Everyone called him uncle, even his blood-cousins. In my clan, you’re
an aunt, an uncle, or a kid. Or in my case, the kid. “How’s business?”
“Fair to middlin’. Just got a contract to scrap a haunted house. How’s your monster-
huntin’?”
Uncle Jack tilted his head. “That’s not one of your metafigures of speech, is it?”
“Huh.” Uncle Jack stood and jerked his thumb toward the tower’s west window. “Does
it eat magic goats?”
“Take a look.”
“Otaria,” I said without thinking. We stared at each other a while. “Uh, Uncle Jack, I
didn’t give you that many atogs.”
“They do?”
“‘They do?’ asks the kid.” Uncle Jack snorted. “You gave me magic goats and you don’t
even know how they work.”
“Of course I do. They eat what I tell them to eat. I summon them, I use them for a
third of a day at most, and then I send them back. You’re the one who wanted to keep
them.”
“Unh-unh. You can’t pin this on me, kid. You should’ve known better than to give me
a girl magic goat and a boy magic goat.”
“The lith-goat.”
I closed my eyes. “So you’re telling me that the Lithatog and the Thaumatog were
reproductively compatible enough to make a bunch of baby atogs.”
“Yep.” Uncle Jack folded his arms. “Fix it. Send them all back.”
“It doesn’t work that way, Uncle.” I shrugged. “I can send the Lithatog and the
Thaumatog home, but those babies? This right here is home.”
“Yeah? Well, they’re eatin’ their home.” Uncle Jack pulled a scope from his desk. “Take
a look down there.”
I retrieved the scope and peered through it. What I’d assumed were just rough patches
on the ground were craters with tooth-marks.
“Uh-oh.”
“Uh-oh’s right.” Uncle Jack took the scope back. “I was calcufigurin’ their growth rates
when you showed up. I give it two days before they start eatin’ the Command Tower.”
“That’s not good.”
“Let’s see.” I steepled my fingers and thought for a moment. “I could summon a
Carrion Feeder. Eats creatures—”
“No creature-eaters.”
Uncle Jack thumped his chest. “You say I’m a creature. No creature-eaters.”
“Ugh, fine.” I wondered for an instant what it would be like to summon Uncle Jack as
a creature. One blue mana and one green, at least, and he would be legendary. Maybe
some Planeswalker’s commander.
Commanders...
“Yeah?”
“That’s right.”
“Just let me summon one more atog and I can fix your problem.”
“Sorry, kid. I wasn’t about to let you run off without fixin’ my magic goat problem.”
“I could’ve done that from your office.” I opened the last locker in my alcove. Empty.
“Ugh. So I have most of what I need.”
“Most of it.”
“Yes.” I pointed to the shelf where I had stacked my artifacts. “I have a Coalition
Relic, a Darksteel Ingot, a Fellwar Stone, and a Spectral Searchlight, but I’m still a
little short.”
“It doesn’t work that way, but I have an idea. May I use the Command Tower itself?”
“Will do. Let me throw these in a bag and talk to the guard, and then we’ll go around
to the west side.”
The guard handed over her communication crystal. I held it by the correct points to
speak to the whole tower.
“All occupants of the Command Tower, may I have your attention please. First, do not
look out any west windows. I repeat, do not look out any west windows. Second, do
not be alarmed if your lights go out. They will return in a few moments. Again, do not
be alarmed if your lights go out. They will return in a few moments.”
I gave back the crystal and left the tower, Uncle Jack at my heels. “What was that
about?”
“Nothing bad’s going to happen to it.” We rounded the corner to the west side.
“Nothing for you, girl,” I told her. “Actually, go back home,” and she did.
Uncle Jack snorted. “One down, who knows how many to go.”
“That doesn’t matter.” I pulled the artifacts from my pack. “Stand back, Uncle Jack.”
I clutched relic and searchlight, ingot and stone in my arms. White. Blue. Black. Red.
Then I reached out with my mind to the Command Tower. Green.
“Over here, Atogatog.” It leapt to my side, grinning as always. “I brought you here to
feast. Look! Atogs, so many atogs. Now... eat them all!”
The Atogatog started with the runts, so at first it did not grow quickly. Once it went
on to the healthy babies, it grew and grew. Soon it took two at a time in each hand and
shoveled them down, then three and four and more. It saved the Thaumatog for last;
the best beast I’d lent Uncle Jack went from the ground to high above the Command
Tower and down the Atogatog’s gullet.
“Oh, that?” I cupped my hands around my mouth and shouted to the grin in the sky.
“Atogatog! Eat yourself!”
It raised a forearm to its teeth and ripped off flesh. Blood fell around us. Until then
Uncle Jack had watched the Atogatog eat and eat without changing the smile on his
face, but at that sight he turned away and bent close to the ground. From far away I
heard an anguished roar; much nearer was the sound of retching.
“Come on, Uncle Jack.” I guided him back to the Command Tower lobby, dodging
blood and puke. Once we were inside, I told him. “There. Fixed.”
“Fix it.”
“Sure, no more magic goats.” I patted his back. “I’m going to my alcove. Call me for
supper.”
Outside of Tribal cards that mention specific creature types, here are some Tribal
staples that can go in any creature-type themed deck:
Lands Blue
Mutavault Call to the Kindred
Cavern of Souls Crown of Ascension
Distant Melody
Faces of the Past
Artifacts Mistform Warchief
Adaptive Automaton
Peer Pressure
Belbe’s Portal
Riptide Chronologist
Brass Herald
Riptide Shapeshifter
Caged Sun
sidebar
Xenograft
Coat of Arms
Cryptic Gateway
Doom Cannon White
Door of Destinies Coordinated Barrage
Konda’s Banner Crown of Awe
Riptide Replicator Defensive Maneuvers
Urza’s Incubator Harsh Mercy
Volrath’s Laboratory Shared Triumph
Green Black
Alpha Status Conspiracy
Bloodline Shaman Cover of Darkness
Caller of the Hunt Crown of Suspicion
Crown of Vigor Patriarch’s Bidding
Descendants’ Path
Elvish Soultiller
Luminescent Rain
Red
Crown of Fury
Reins of the Vinesteed
Mana Echoes
Steely Resolve
Roar of the Crowd
Tribal Forcemage
Shared Animosity
Tribal Unity
Gold
Mirari’s Wake
Vigean Intuition
What about zombies that mention zombie in the card text? This is a good way to zero
in on the zombie Tribal cards—cards that support a zombie-themed deck—and we’ll
probably want a fair number of these. Doing this trims the list to around 50 or less,
which is much easier to scan through. Here are some of the cards that caught my
attention:
Gravecrawler
This tournament staple isn’t super-cheap to acquire, but it’s not unreasonable and is
obviously a powerful card in a zombie deck.
Lord of the Undead
This is more expensive than I’d have expected from a card that’s been printed in 4 Magic
sets… but it’s also quite powerful in a zombie deck and I think it’s worth the cost.
Death Baron
Whoa, this card is quite expensive to pick up as a single, so I’m not going to include it
in my list but if you can get your hands on a copy by all means find room!
These are some other cards that seem good enough for our deck without breaking the bank:
Unholy Grotto
Like Gravecrawler, a little more than we want to spend, but I think it’s probably worth
it for the effect.
Tombstone Stairwell
This is an old-school card that is loads of fun, and can lead to some crazy things when
you’ve got cards in play that trigger off zombies coming into play like Vengeful Dead
and Noxious Ghoul. Just be careful that an opponent doesn’t have so many creatures
in his graveyard that he can swarm you with more zombies than you can block!
Syphon Flesh
A nice card that can get rid of a pesky lone creature that an opponent controls that you
otherwise couldn’t deal with, and gives you a handful of extra zombies. For the win!
Okay, so the decklist is fleshing out nicely! A few other things that are on my mind:
Skullclamp
This is a Commander staple that goes in any creature deck. It’s a little on the pricey
side, but I think this deck really needs a source of card drawing.
Alright, let’s group these cards by mana cost and see what our mana curve looks like so far:
6 6
3 4 3
2 1 1
0-1 2 3 4 5 6 7 8+ X
1 1
6
8 8
10
12
15
I want the mana
curve to look more
like this.
Lands
When playing a mono-colored deck there are a ton of great utility lands you can
fit into your deck, but quite a few of them are rather pricey. Thespian’s Stage is
relatively cheap, and it can copy the more expensive utility lands that your opponents
are playing. I like Terrain Generator as mana acceleration when you’re playing quite
a few basic lands. If you can get your hands on a Cabal Coffers or Shrine of Nykthos
they totally belong in a mono-black deck, but Crypt of Agadeem doesn’t do a bad job
of generating a bunch of mana either.
Add Crypt of Agadeem Terrain Generator
Leechridden Swamp Thespian’s Stage
land - 40
A lot of times when pulling cards together for your Commander deck, you’ll find that
you have way more cards than you do card slots. Trimming down to 100 cards can be
painful, and you may be tempted to throw out your mana curve to squeeze in more
favorites at higher mana costs. Resisting that urge and killing your darlings will help
you have a better, more streamlined deck that will ultimately be more fun to play.
What’s really nice about Commander is this: all those cards you hated to cut from
your deck make a great excuse to build a second Commander deck!
the Vengeful Dead
andy rogers
They call him a “Minion Lord.” Evidently zombie minions obey his commands. But how
does that even work? Why would dead people be obedient to anyone? Doesn’t death sort of
remove that ability? Whatever. I guess it doesn’t matter because Balthor, the Defiled and
I are currently working together. I lose one bet to a tavern swindler and end up with an
undead halfling commanding my army...
I sidle up to him uneasily. The guy gives me the creeps. He never smiles and his yellow
eyes remind me of a very nasty vampire I once met on Innistrad (that guy just couldn’t
take a joke). Balthor looks like a garden gnome who just lost his mushrooms. His
bright red beard nearly touches the ground and he has this unyielding stare that tells
me he’d rather be giving birth to a loxodon than listening to anything I have to say. He
hardly speaks, so I decide to open a new conversation with a zombie joke I’m positive
will break the ice.
“So, that Nissa Revane is pretty hot, right? Wouldn’t you just kill to see her in a lace
coffin?” Silence. Balthor doesn’t even twitch. I am such an idiot.
Balthor continues to ignore me, but I notice he does soundlessly move his hand to the
hilt of his axe. Somewhere beneath his ridiculous mustache I think he bares his teeth.
I shrug nonchalantly, but back up a step. Do dwarves bite when angry?
“Take it easy, Rumplestiltskin. I’m just trying to lighten the mood. What’re we looking
at here, anyway?”
Balthor turns toward the battlefield in the valley below us and I do the same. From
our vantage point on this hilltop the ground looks like it’s covered by a thousand
squirming soldier ants. In reality these are Balthor’s undead minions: lifeless fleshbags
marching on Nissa’s elf army. Each time one is struck down another stands up in its
place. He must’ve woken the dead from every cemetery in Dominaria to make an
army this big.
I recognize one of the fat ones. He was the baker in An-Havva before he died. He used to
make these killer cinnamon rolls. My stomach grumbles for a split second then turns to
cold soup as I watch the apocalypse around me.
“Seriously, what’s our plan here?” I ask him in my best Gideon Jura voice, hoping it
will pull an answer out of him. “We’re beating the elves well enough, but those drakes
overhead make me nervous.” Balthor says nothing. Please don’t bite. I can feel myself
sweating as I inch closer to him.
“See the blue vedalken on that hilltop?” I point at a four-arms hanging back from the
fighting, his escort of flyers circling the air over the opposing high ground. “I think
they’re protecting him while he tries to counter your magic. I’m guessing he’ll set them
loose once he’s got a spell worked out. Then it’s only a matter of time before we’re
screwed. We’ve got nothing that can defend against the drakes.”
Balthor taps his wickedly sharp axe on the ground twice, then gives me a stare that will
undoubtedly haunt my dreams forever. I have a sense that he’s about to do something awful.
Without breaking eye contact, Balthor cuts himself—long and deep—through the
torso with his axe. His gray skin shreds like fetid meat against the bevel, while organs
curl and drop to the ground like dead takklemaggots.
I vomit at the sight of his masochism. For all I know those could’ve actually been
takklemaggots.
“Are you kidding me?” I screech between heaves. “That’s disgusting!” Damn, I’d eaten
lunch at this great little kithkin tapas place.
Black blood seeps from his tiny body and smokes on the ground like flaming tar. His
yellow eyes roll back and leave empty sockets while his body grows dry and blows
away. All of this happens in under a minute. I’m still rueing the loss of my lunch,
however, when I realize a change is taking place on the battlefield.
Bald, black, worm-like bodies sprout from the ground everywhere. As the bodies
writhe, gangling arms unfold and legs separate beneath them. I see the baker from
An-Havva again and realize that zombies across the battlefield are being raised anew.
The elves fall back at the unexpected ranks of the dead.
“Ok, I still think it’s disgusting, but whatever you did, it worked.” I look over to
Balthor but he’s gone—completely vanished into the Aether. Not even a single red
beard hair is left where he stood.
I was about to start looking for him when an oncoming drake plunges at me,
presumably to claw my eyes out, so I roll left and conjure a quick Doom Blade to slice
its neck. As the creature flops and dies I survey the battlefield yet again: zombies are
everywhere, many of them assaulting Nissa and the vedalken directly. It almost looks
like we’re winning—except for the squadron of drakes. They swoop over the chaos and
drop in altitude every few seconds to pluck a zombie from the field and ravage its body
with their dagger-sharp talons. It’s like watching a band of gluttonous squad hawks
extract gomazoas from the sea for sport.
“Balthor!” I scream into the sky. “You’re supposed to be here, commanding my army!”
That’s when the plucky fellow taps me on the shoulder.
The fact that we’re slaughtering an elf army seems to add an extra level of pleasure to
the fight for Balthor. At least I think it does. It’s not like I can tell for sure, he never
really smiles. But during his brief moments of ‘life’ I think I see a maniacal glint in his
eye each time one of the elvish woodsmen is maimed by a zombie. The look on his
face speaks of long ago battles between dwarves and elves.
Maybe that’s how he died. If he ever stops killing himself, I’ll ask him.
Despite our victory on the ground, the vedalken and his drakes are still posing a real
problem. I take care of a few of them with simple spells, but we need a game-changing
answer. Something that will finish the drakes off for good. As I ponder this I see our
zombies punch a final blow against Nissa. In a flash of green the Blind Eternities open
behind her and suck her body into the Aether. For a few seconds I can see a band of
her Chosen warriors waiting for her on her homeplane, Zendikar. They look shocked
as her near lifeless body falls at their feet. The floating hedrons of Zendikar hover
silently behind them.
“That’s it!” I yell. I know my course of action. I would hug the nasty little dwarf if I
thought I could survive it.
Closing my eyes and reaching deep into my mana reserves I pull a huge artifact from
the Aether. I drop it in the center of the battlefield. The ground shakes when it lands
and its effect is instantaneous. The Eldrazi Monument revitalizes Balthor’s minions.
Its presence gives flight and indestructibility to the zombies. In mere seconds I watch
every last drake fall, and the vedalken wizard is soon overwhelmed by the undead.
I flash a smile at my short companion.
“That was awesome!” I blurt. “How many times can you kill yourself like that, anyway?
Cemetery reapers must love you. But seriously, I’m never eating before we hang out
again. Do you know how much kithkin food costs? Maybe you could resurrect a
moneychanger and pay me back?—And hey, if we walk to Goldmeadow now, we
might make it before the restaurant closes... ”
He shook his head, tapped his axe on the ground twice, and disappeared.
Mono-Red Sucks, Right?
daniel zaloga - northern new jersey
I love red. It is hands down my favorite. Of course, this means Ashling, the Pilgrim is
my favorite general (no, I do NOT play 99 Mountains and Ashling).
I was sitting down to a 5 player game. By this time, the guys at the shop had seen my
Ashling deck wreak havoc at tables before, so they knew it wasn’t safe to just ignore
me. Who goes after the mono red player? Well, all these guys did; I simply could NOT
get Ashling to stick. Between board wipes and targeted removal, the Commander tax
was quickly reaching the point where I wouldn’t even be able to cast my favorite little
2-drop! Any other creature I played was also killed off... to be fair they are a fairly
trollish lot, like Dragon Mage and Balefire Dragon. So I decided I needed to play
smart. I had to sit back, watch the game, and know when to make my move. I had 2
lovely cards in hand I knew I needed to save. If I played out one or the other, they’d
surely be destroyed. Oh yes, these were 2 particularly tasty cards to a red mage like me
who loves to watch the world burn...
Then, the player immediately to my right cast a Tombstone Stairwell, and it was like
a light shone down on me from above. With a wicked smile on my face, on my turn
I calmly played my Vicious Shadows and my Furnace of Rath and passed the turn.
From the look on my face, the guys at the table knew something was up, and that’s
when I looked at them and said, “I win.”
You see, 19 or so Gravespawn tokens hitting the graveyard gave me a hell of a lot of
Vicious Shadows triggers to pass around. Thanks to the Furnace, I was able to kill all
of them in a single turn, even those who had managed to get their life above 40. This
prompted the Teneb, the Harvester player to stand up and give me a high-five while
proclaiming, “And mono-red sucks in Commander, right?!”
Below are things to think about when looking through your collection or a singles
binder and choosing cards for your deck.
CASTING PROSSH
Sometimes when building a deck around a Commander that costs a significant amount
of mana, you may want to include cards that “shave” mana from the casting cost.
For instance, in many decks where you’re casting dragons you may want to include
Dragonspeaker Shaman, who reads, “Dragon spells you cast cost 2 less to cast.” Like
many Legends from the Magic: The Gathering Commander 2013 product however,
Prossh has an ability that’s tied to how much mana you spend casting him. In Prossh’s
case, you get a number of kobold tokens equal to the amount of mana spent to cast
him, and the more creatures you have in play, the more you can potentially boost
his power. So in this deck, we’d rather play cards that actually produce mana to cast
Prossh with. Outside of the usual suspects—Sol Ring, Fellwar Stone, Darksteel Ingot
and other artifact mana—the Jund color combination gives us some other options
that are good in Commander and particularly good with Prossh.
First up is Black Market, a 5-mana black enchantment that gets a charge counter
on it whenever a creature dies. Then, at the beginning of your pre-combat main
phase, add a black mana to your mana pool for each charge counter on Black Market.
Considering how often your little kobolds are going to die (“don’t worry, we’ll make
more!”), not to mention everyone else’s creatures, if Black Market sticks around for any
length of time you’ll have all the black mana you could ever want.
Another great card in Commander is Mana Geyser. After the first few turns of the
game, it should be pretty easy to find most of your opponents tapping all their lands
to cast some of their board-building cards, so a well-timed Mana Geyser can net you
enough red mana to cast Prossh with mana to spare.
I really like Eldrazi Monument in this sort of deck. We’re going to be playing a
large number of creatures and plan on having lots of extra cannon fodder around, so
the drawback of the Monument is negligible. The upside is huge—making all our
creatures indestructible, flying and giving them +1/+1… why, you could even beat
down with kobolds with that artifact in play!
A lot of your creatures are going to be relatively small, but I still think Greater Good
is worth playing mainly as a way to turn your Commander into cards if something
happens to him. Helm of Possession is going to get some groans from your opponent
as you trade in a kobold for his Commander or some other equally scary creature.
In fact, since you’re going to be sacrificing for profit, why not take advantage of red’s
There are a number of black creatures with the ability to not stay dead, which is helpful
to feed these effects. Reassembling Skeleton, Bloodghast, and Nether Traitor are some
of the best. Also, since you’re already making tokens representing the Kobolds of Kher
Keep, you might as well go ahead and put Kher Keep in your deck to add to the flavor
of Prossh’s comfort food.
EXILED
EXILED EXILED x5
x11 new
EXILED
EXILED EXILED x10
So, what can you do with infinite 0/1 kobolds and infinite mana to cast creature spells?
Well, for one thing you’ll be able to make Prossh as big as you want, but I’ll leave
other shenanigans to your imagination. Just remember that if Prossh ends up in the
Command Zone after that, it’s very unlikely you’ll ever be able to cast him from there for
the remainder of the game!
Another card that has long sought a home in Commander is Dragon Appeasement, and I
think Prossh is the perfect home. The enchantment is expensive, and a bit risky—you skip
your draw phase—but a Prossh deck is exactly the sort of deck that can reliably trigger the
drawing of cards when one of your creatures is sacrificed. Just keep in mind that the card-
draw is mandatory, not optional—you’ll want to take care not to deck yourself
“Lower and around the corner of my—ahhhh yes, there. You have some talent after
all, Planeswalker.”
“And you’re getting fat. It wouldn’t be so difficult if I could see where I was scratching.”
I moved my staff up and down and in a vaguely circular motion as Prossh, one of the
most feared dragon predators on Dominaria, twitched and sighed.
“Ah, ah, ah—Yes!” he exclaimed in a burst of steam, his left hind leg shaking
spasmodically.
“Enough. Time to go.” I grimaced and reverently laid my staff down against an
outcropping of rock.
“I am spectacularly unsatiated.”
“Then you can go find a willing kraken after the battle. Put your head down.”
The sound that came from Prossh’s throat was something between an earthquake and
a tsunami. My soul flinched, but outwardly I stood up straighter—as straight as could
be expected of a gimp.
“I harbor a vehement dislike for your tone.” Prossh swiveled an eye of liquid amber in
my direction. It fixed upon me with the force of a gale.
“Remember, it’s all for the greater good,” I said congenially, tracing the patterns of
Prossh’s most hated spell in the air. He flicked his tongue at me but acquiesced, his
head inching toward the ground until I could place the Helm atop his golden brow.
“You should try a corset,” I kicked his foreleg with my toe and he extended it reluctantly.
I carefully levitated a Greave above his left index knuckle. The artifact glowed softly,
stretching itself in width and length until it fit perfectly over the dragon’s finger like
the jewelry of Shivan priests. I repeated the process on the other side.
“These itch like the abyss!” he roared, flapping his wings until the fawning kobolds
around us started trilling in alarm. The sound reminded me of tiny Ravnican dogs
being stepped on. I closed my eyes to block out the memory of the city.
“At least you have all your legs,” I gritted, and Prossh immediately quieted. He grunted
as I tightened straps and adjusted, snapping hungrily every now and then at passing
kobolds. The carmine-hued creatures meandered and bumbled around us, muttering
to themselves. Finally, Prossh couldn’t help himself and his great jaws reached out and
snatched a particularly rotund kobold from existence. The draconic fangs crunched
down through kobold flesh and bone in a luxuriously wet sound I wish I’d never
heard. Prossh smacked and lolled his tongue in pleasure.
“They’re sentient creatures. Couldn’t you get your kicks with a bit more respect?” I
gripped my robes in one hand and, with the grace of a drunk flamingo, managed
to grab my staff with the other. I thumped over to the precipice overlooking the
battlefield.
Prossh snorted. “They couldn’t hope for a more honorable end than to be eaten by a
dragon.”
A stunningly beautiful blue mage was pulling spell after spell from the Aether, her
ivory skin and ebony hair shining in the lurid glow of the battlefield.
A flaming barrage hit us from the north, where I could see another Planeswalker, of
the red persuasion, setting loose a horde of goblins in our general direction. From the
southwest, a hulking beast approached, his shoulders mantled with the effervescence
of a myriad of enchantments.
“Finally, we agree. I don’t know how we’re getting out of this one.” I shook my head,
wrapping my fingers around the cool, dark wood of my staff. Prossh jettisoned himself
into the air to do recon. I watched as he glided into the space of battle. No matter how
many times I saw him soar, my heart leaped just the same as if it was the first time.
Prossh engaged a mixed-color angel, then a sizable spider. The canyon shook with
bellows of rage and a cacophony of spells as one mage answered another. The beast
wearing the enchantments encroached upon our position one hairy, inevitable step at
a time. Prossh swooped down to munch kobolds between skirmishes. He swallowed
them barely chewed, and they didn’t even scream. I watched the great dragon actually
punch an angel in the face with a kobold arm that was sticking out of his teeth. The
angel shook her beaked lance at him and went back for reinforcements.
I leaned out over the rockface to get a better idea of the lay of the battlefield, hoping
to cast a spell that might buy us some time. The ground lifted and careened beneath
me, and far away I heard the strains of a fire-mage’s incantation. I slipped, my bad leg
going over the edge of the cliff. I felt the caressing whisper of the ravine below me,
and grabbed at the rocky ledge with my free hand. I couldn’t let go of my staff. I was
nothing without it.
“Festering fire-gorgers!” I swore, and scrabbled at the shale. My good foot found
purchase, but the strength of my hand failed me. My nails broke against the pebbles
and I fell, the hot air of the battlefield rushing up against my neck. I felt myself relaxing
back into nothing. Slow as a dream, my connection with the real world severed. I was
falling into anonymity, into endless sleep.
“Not yet.” A rumbling voice, like molten gold rushing over obstacles of obsidian,
broke into my consciousness. A whirlwind whistled around me as I slammed against
something solid, my spine screaming in agony.
“You,” I muttered, not sure if I was grateful or resentful. Sometimes at night I did wish
for a quick and painless death.
Prossh wheeled upward with me prone on his back, a limp parasite. His speed
outmatched the fumes and fire and we ascended to safety. I heard distant cursing
from other Planeswalkers and mages in my mind’s eye. Despite the pain in my body,
I smiled.
“You have it in you?” Prossh growled, twisting his golden neck back to look me in the
eye. My dark gaze met his of pyrite. I rolled over and grasped his flank-scales.
I reached into the depths of my black robes and wrapped my fingers around the Ingot.
Its power seeped into my blood and I felt it as a wave of cold metal flowing under my
skin, a ferrous taste springing to the fore of my senses.
“Sacrificia koboldistae.”
The kobold entourage below us howled and writhed, their destruction a kind of
empathetic, religious epiphany. Prossh opened his great jaws and the foxfire souls of
the kobolds flowed into his gullet in a vaporous river. He closed his mouth and sighed
in pleasure. I felt his entire body convulse and expand beneath mine.
“Frenex Fatalia,” I scattered bits of vampire bone and imp wings across the sky. The
battlefield was a lavender and scarlet sunset beneath us, tendrils of blue-gray smoke
rose above the screams of the lost.
“I’ll be back,” Prossh grumbled, before he roared in pain and outrage. He tripled in
size, and I struggled to hold on to his scales. Screaming a bloody aria, he charged our
enemies. I clung to his back, flopping around like a corpse doll and cursing his name
with every other jarring bounce.
He smashed through the blue mage’s aerial defenses. I saw her, standing on water,
thinking herself immune to all forces. Her wall of spirits failed beneath Prossh’s
onslaught, and my rival Planeswalker fell to her doom in a nova of starlight.
Below me, the battle raged. The blue mage was vanquished, but the red mage and
many others—a Planeswalker that controlled etherium-enhanced sphinxes, the
enchantment-warded beast stalker, and a noxious lich lord, to name a few—were still
hard at it. The sun was low in the sky. The stars were out above us, diamonds stitched
into in a black velvet train. The horizon was red, running with blood. Staring at the
heavens, I lost my balance and pitched to the left. Unable to counterbalance myself, I
smacked the dragon’s hide with my palm.
“Prossh!” I shouted. The dragon twisted, and I found myself safely situated once more.
“I’d still like to get to know that lady in blue,” I yelled, to let him know I was alright.
“Wouldn’t you,” he shouted back, but I heard the strain in his voice. The Aether was
ripping away scale after scale as my spell began to extract its payment. I watched his
wings transform from indomitable arches to shredded pinions in less than a minute.
He screeched in agony as the Aether mercilessly tore away at his flesh. The gold of his
eyes fluttered away in droplets of ore, then his teeth and claws dissolved into ash. I felt
his presence dissipate as I was slammed back against the cliff. I lay there, too exhausted
to move. I was crippled, and alone.
I’d lost my leg on Ravnica. I’d walked there, for a meeting with someone named
“Liliana Vess.” It was a trap, of course—I’d been ambushed by undead and a number
of things she certainly didn’t have the power to conjure. She must have had an ally
much greater I told myself every night as I tried to fall asleep, trying to reconcile my
complete and utter loss and victimization. I would have been able to take her in a fair
fight I told myself.
My leg had been eaten by zombies. I watched them do it, while I scrambled through
the wreckage of my mind to find a spell that could save what was left of my existence.
I’d done it, but it didn’t feel like a victory. It felt like charity. Liliana had winked at me
as I walked away. What had she wanted with me in the first place? I wasn’t the type
of Planeswalker who went around meddling with worlds. I just wanted a normal life.
“There’s no normal life,” Prossh had said, when he found me lying in a gutter on
Shandalar. “I’m bored,” he’d said. “Sitting on treasure gives me hemorrhoids and I
have no fondness for torching castles nor kidnapping fair maidens.”
“You’re a dragon,” I’d said hoarsely. My hair had fallen out and I was covered in lice—
though to be fair, even the lice on Shandalar were things of wonder. “Look at me.” I
started to weep. Prossh turned his head sideways and belched. It was the worst thing
I’d ever smelled in life—or death. It brought me fully back to reality. I coughed and
struggled to crawl away from the stench.
“Okay. The truth is, I really just need someone to help me eat more kobolds.” Prossh
had said.
“Sentimental,” Prossh said, materializing from the darkness. The army of kobolds that
appeared with him was massive. They shrugged at me in resigned pride, and I laughed.
“Hey, I haven’t had axebane stag in weeks,” I retorted. “I need a roast! Look how
scrawny I am.” I held out my tunic to emphasize the bony profile of my twisted hips
and jutting ribs.
“True,” said Prossh, “You’re a real featherweight, even adjusting for your missing leg.
And I am getting fat. How about I rustle up a stag, then you engineer a spell for lean
but full-flavored kobolds?”
Sitting down at the pod, I was staring down the barrel of Mikaeus, the Lunarch; Sen
Triplets; and Ghave, Guru of Spores. I kept a mediocre hand, and we began. A decent
first 2 turns turned to sadness for Kaalia as a Crucible of Worlds and Strip Mine from
Ghave kept me off my red sources past turn 6 or so.
Fast forward to roughly turn 27. God’s wrath had sundered the table, the plane had been
cleansed, even a rather merciless eviction reduced the field to cinders, forcing many an
empty board state.
Kaalia barely held on thanks to her Lightning Greaves and a scant 10 life points, forgotten
by the dueling giants around her. Ghave sat comfortably at 28 with his harlot Seedborn
Muse and a pair of flying vampire tokens, all truly committed to their cause. The Triplets
held Esper strong at 34, though they were taking a beating from Ghave. Mikaeus was
nowhere to be seen, costing roughly 12 mana at this point, and a mighty Seraph of the
Sword and Avacyn, Angel of Hope herself protected their struggling 18 life.
Ghave swung, thrashing the Triplets, tapped out from countering what was sure to be
a devastating Entreat the Angels from The Spore Guru. The Triplets lived, and as the
turn ended... a Path to Exile from Mikaeus targeted the Muse, and you could almost see
Avacyn’s smirk. Ghave and his tokens remained tapped.
My Kaalia untapped.
I drew, 3 cards now in hand, a scant 5 mana on board from that damnable Crucible/
Strip Mine. My draw? Torrent of Souls. My yard? Aurelia herself, begging to take the
fight. Cards in hand? Gisela of the Goldnight and a very sad Sheoldred, Whispering
One.
I cast Torrent using both black and red mana. Aurelia returns, burning from the grave.
I attack. Kaalia and Aurelia, now joined by Gisela, swing a mighty 34 power from
nowhere to send Ghave howling into the depths of nothingness. For the second attack,
the Triplets meet their fate at the end of heavenly swords and a very vengeful cleric.
Broken, battered and bruised, the 3 lay tapped as Avacyn and her lone seraph grant a
mercy kill to Kaalia, her anger spent, death’s embrace a cold bliss for the fiery priestess.
CASTING TARIEL
At 7 mana Tariel is rather expensive, so you’re going to want to have a fair number of
cards to help you accelerate your mana. Sol Ring, Fellwar Stone, Darksteel Ingot and
Chromatic Lantern are all staples of Commander but are particularly helpful in decks
that can’t take advantage of green’s mana acceleration and fixing.
Since we’re using red and black mana for Tariel we can, as we did with Prossh last
chapter, make good use of the steady stream of black mana from Black Market, and
the burst of red mana available from a well-timed Mana Geyser. Both of these spells
will help ensure you get Tariel into play sooner rather than later.
Of course, once you’ve got graveyards loaded for plunder, sometimes you’ll need a
little luck on your side since Tariel’s reanimating ability is random rather than targeted.
Sometimes you’ll get a Seedborn Muse, and sometimes you’ll get a Bird of Paradise.
Tilt the scales in your favor by throwing in a couple of the Advocate cards from
Judgment, such as Spurnmage Advocate and Pulsemage Advocate, whose activated
abilities include returning cards from an opponent’s graveyard to their hand. That
way you can give them back their little, insignificant creatures while you reanimate
the huge, board-dominating bomb. The Advocates are also great political cards: you
can give an opponent a card back that’s needed to handle a mutual threat to you both.
Oracle en-Vec plays into some of this strategy quite nicely. Activate her ability and
you put a player on the spot—he or she has to decide right now, during your turn,
which creatures to attack with on that player’s turn. This can have the effect of forcing
them to skip their attack step altogether, or letting you know which creature you may
have to worry about. For maximum utility, pick the player to your immediate right,
so that you and everyone else gets a turn before that player’s turn. If you’ve got a way
to tap down a creature—say, Icy Manipulator—then you can really freeze out the
attack step.
There are a few great blockers like Abu Ja’far and Loyal Sentry that can keep attackers
away from you in the early game since no one is going to want to trade a large
creature for those small creatures. Later in the game you can use some of those
combat management cards, along with cards like Goblin Diplomats, Imp’s Taunt, and
Basandra, Battle Seraph to force opponents to either attack into your lethal chump
blockers or attack your opponents—a win-win!
My commander shone in the sky as a red star. Her black wings folded back as she falcon-
dived a dragon. Her great axe clove through the monster’s skull, and it plummeted in
shattered scales and a smoke of dying fury.
The dragon’s broodmate seized my commander. Feathers ripped from her angel wings,
but she did not cry out even as claws rent her crimson-plated armor. I felt each wound
on her as a stab of agony. She beat back the dragon then swooped to intercept a razor
gale of thopter constructs. A sphinx of living metal led them, an enigma of filigree that
circled lower to crush me.
The sphinx would have to hurry, or a legendary undead assassin would kill me first. He
had already slain my loyal sentry—the brave man’s scream had come from the base of
the bluff. I mourned to think of his end at the point of the assassin’s dagger poisoned
with distilled nightmares. Soon I would be overwhelmed.
As we had planned.
“Make them commit all their forces to the field,” Commander Tariel had said the
night previous. She stood in front of an arrow slit in our realm’s last-standing castle.
The moon glowed through the narrow window. “Then rout them with one spell.”
“You’ll not go to the field unprotected.” The angel gripped my arm. The heat that
wafted into me was not what I would expect from a person, not like the warmth of
heart blood from the caress of my betrothed. This was the touch of a furnace.
“The other commanders will not risk all unless I fight.” A red cloth wrapped over the
angel’s eyes. She yet seemed to stare at me.
The fire within her was making me feel lightheaded. “But what if I can’t summon
your spirit back?”
“Tell me, what is the only purity, the divine singularity?”
“Revenge?”
I thought of the land’s other angels hunted down by the legendary assassin of Grixis.
This monster, Thraximundar, had forced the noble kingdom of Bant to desperation.
People cowered in cathedrals, stained-glass windows pulsing with the firelight of
burning cities. Clerics abandoned their relics to form a cabal searching for stronger
allies. They had found one in Tariel.
“Victory,” she said. “And the will to do what none else can to achieve it.”
Once I gathered myself enough to speak in a steady voice, I said, “I’ll do it. If you’ll
answer me two things.”
“Then, why did you choose me?” I would not say it, but I had opposed Tariel’s return.
I would have smashed the statue of the exiled angel. I would’ve doomed my own lands
in my righteous pride. “I wasn’t the most faithful. Or the strongest. Why resurrect me
from all the realm’s fallen?”
The next day on the battlefield, I knew the spell I had to cast, but it sat on my tongue
like greasy ash. My throat locked around the incantation, my body rebelling against
the death magic. Too long had I trained as a sorcerer sworn only to protect, to heal. I
had kept my word to my last breath. Now I felt near death again.
Tariel called my name. Chains and bloodied ribbons swirled around the angel. She,
who had once sucked demon’s venom from a paladin, swallowing the death herself.
She, who had chased a dragon into a volcano and cut out its heart. She, whom the
Court of Orderly Contemplation had banished for her sacrileges. She, called back in
our hour of despair. She was Tariel, The Red Angel, Reckoner of Souls.
I spoke the word of death. The sky thickened to tar, and I had to watch as Tariel sank
amongst our winged foes. The battlefield warped into a hellscape of rocky spines. The
land heaved and impaled the dragons, the sphinx, the zombie assassin, and my angel.
The rose-petal plates of her armor littered the battlefield. Her limbs fractured, and she
turned back into a statue. The red streak of her blindfold flitted through the clearing air.
I caught the cloth. I channeled my spirit’s desolation into the last stage of the spell.
All the choking anguish in me pierced the mind of a distant beast mage, and his three
greatest dragons perished before he could call them from their lairs, dying in their
slumber. Their billows-breath silenced.
My fingers clutched Tariel’s blindfold so tightly that my nails drew blood. I staggered
down into a land twisted by my magic into a nightmare. Pierced bodies loomed over
me in this battlefield thicket. I had a sense I’d never see another living thing.
The clatter of iron-shod hooves startled me, though I had made plans to meet the
castle vanguard. The knights rode on black-maned leotau. Their mounts growled in
hushed rumbles as we traveled beneath the impaled dead.
A Knight of the Skyward Eye trotted to my side. With a shock I saw she was my
betrothed. Once, I had recognized the green scrollwork of her armor among a thousand
knights, and now I had not so much as noticed her.
She peered around the corpse forest with glazed eyes. She touched her sigils of
distinction. “You died with honor, defending your realm from blasphemy. You came
back, but your honor stayed dead.”
I ground my teeth. If I had held to the quaint laws of my order, this battle would have
been lost, and Bant with it.
Changed, I thought, yes, from death to life. The memory of my resurrection had seared
itself into my consciousness.
I had awoken sprawled amid dead friends and self-sacrificed cultists. Offerings of
blood splattered over the statue of the exiled angel. The hue of life spread over her
alabaster. Flocks of roosting blackbirds transformed into the feathers of her wings. The
wonder and terror of it all had ignited my Planeswalker spark.
“She corrupted you.” My fiancée turned, and her leotau mount snapped its tail at me.
I disliked her lack of respect for Tariel. The Court had only banished the angel because
she outshone the rest. I had come to see that after fighting alongside her.
On the battlefield, a leotau paused to lap at dragon blood. The scaled beast had left
gouge marks on the spike that impaled it. A knight pulled on his mount’s reigns, and
by that time I was running. I had seen a red pauldron.
“Lever her down with the ropes,” I said, my throat caked with dust and sorrow.
“Slowly! Have a care, or by Tariel I swear I’ll barter your blood!”
We hefted the angel’s torso free. The rock had come to pieces within the breastplate,
and her wings had shattered. We gathered all the alabaster flesh we could find.
A knight shook his head. “You think you’re bringing her back from this?”
“She—said I could.” My voice cracked. I dreaded to think that Tariel had lied to me,
that she had knowingly doomed herself for our victory.
Power coursed through me of sunlit fields rippling with sea breeze. My heart thudded
with such force that my vision blurred. My shaking hands could not open the next
vial, so I shattered it and scattered the ashes in her breastplate’s rent.
The heat of burning cities roared through me. My robes smoked as I channeled mana
from all the stone hearths of Bant, from all the forge fires, all the ruins of cinder.
Three knights dragged it to her side. I passed my hand over the notched edge. A relief
of pain, and a gout of blood fell onto the angel’s stone. I staunched the wound with
her blindfold.
The dry and rotten taste of grave dirt filled my mouth. I harvested the corpse energy
of the realm’s cemeteries. Blackness leeched through my palms into the statue.
I finished the ritual with her name. “Breathe again, Tariel, Reckoner of Souls.”
Pieces of marble fit together. Metal in the breastplate turned molten and reformed.
The heat of furious purpose wafted from her.
It is working!
I held her blindfold over the whiteness of her stone eyes. Her alabaster was turning
to flesh, the change creeping up her neck. I knew I should tie her blindfold, but the
thought of seeing her eyes tantalized me. Would they be lava red from her passion? Glossy
like black pearl? Or the white of the blind?
I wanted to know, but I feared seeing this angel’s eyes might kill a mortal. Or anger
her. The two might come out to the same thing.
Tariel clamped her hands on my wrists. Her fingers felt like hot tongs as she took the
blindfold from me and secured it.
She said nothing. I did not know what to say, so I rubbed my eyes and motioned to
the knights. “The elixir. Now.”
I nodded, taking the corked pot. The Thousand-Year Elixir had come from the land of
giants, in a jug too heavy for even a leotau to carry. I pried out the stopper. The scent
was captivating, like a spring breeze on the brow of a man lost in a cavern.
Her mouth opened. When it closed again, tendrils of steam leaked from the corners
of her lips.
I didn’t think she would take the hand I offered, but she did. She kneeled, grasped
her axe, and stood. When she waved Vindicator, two dragons came alive. They pried
themselves off spines of stone. Tariel pointed, and the mated pair of dragons flew to
flame the necromancers’ stronghold.
My once-betrothed was signing warding circles around her heart. Three more knights
dismounted to kneel to Tariel. I couldn’t keep from beaming. I even took a celebratory
nip from the elixir.
“You chose yourself,” Tariel said.
“What?”
“You asked why I resurrected you.” Black feathers swirled around her as wings
manifested. “Your soul would’ve haunted this realm, so intense was its desire for life,
for another chance to defend Bant. My spell sensed the purity of your need.”
Her words were a pain of relief. Tariel did not bring back souls against their will, as the
Court had accused her in charges of sacrilege.
“We have our victory. Bant will be rebuilt.” I lowered my voice. “And within a
generation, you’ll be exiled again. The men you saved will consider it the only
honorable thing to do.”
“That might not be for a century. I’ll be… ” I straightened my robes, reminding
myself that if I could speak words that shook the realm, I needn’t be afraid of saying
non-magical ones. “I thought I might travel to the plane of Innistrad. Some very
knowledgeable nobles there, I understand. The weather is no Alara, but if there was
need of you, would you answer the summons?”
Tariel sprang into the air. Her wings snapped open in two midnight sails. She beckoned,
and dragons lifted themselves from the ground and lumbered after her. To my eyes,
their fire was the second brightest thing in the sky.
Gaea’s Worms For the Win
allen rassekh - fair lawn, new jersey
I’m playing Karador, Ghost Chieftain and the Riku of Two Reflections player casts
Collective Voyage. Everyone pitches in with the join forces and we all go to get 12
basic lands except me, I get only 10. Why? I have Hermit Druid in play with Worm
Harvest in hand and I wanted to leave just 1 basic land in my deck and roll the
dice. On my turn I activate the Druid and mill 68 cards, then cast Worm Harvest
for 20 1/1 tokens. NICE! On my opponent’s turn he promptly drops a Bojuka Bog
obviously targeting me, leaving me with an empty graveyard and something like 20
cards left like my library. Everyone laughs, including me. To this day he has the record
for largest Bog at 68, but the story’s not over. The Riku player, deciding that it would
be hilarious to mill me out at this point then casts Minds Aglow, which everyone but
me chips in mana to draw cards somewhere in the high teens. I have only 3 cards left
in my library after I draw for the turn. I had originally decided I would just attack
the player who Bogged me with my 20 tokens for some old fashioned revenge before
I got milled, but as I look at my huge hand I begin to laugh uncontrollably. Everyone
gets nervous. I drop Mirror Entity... followed by Gaea’s Cradle. EPIC.
When I ran across the Chimeras more recently the last time I rifled through the musty
artifacts box, I thought of Runed Stalactite, and it occurred to me that card might be
nifty to turn my Commander into a Chimera and then be able to put those funky
Chimera counters on him. I mean, it’s not a devastating combo or anything, but
rather it’s just strange, cool, and likely something that no one at your table may have
seen before. Blazing uncharted Magic territory is one of the finer joys of Commander,
so I set those 5 cards aside waiting for a deck idea to drop them into.
Then Theros came out and we suddenly had a few more Chimeras to work with and I
knew it was time to make my move. So now the question was—which Commander
should I pick? Since Runed Stalactite was important, I figured I’d want white in
the deck to make use of white’s equipment searching: Quest for the Holy Relic,
Steelshaper’s Gift, Stoneforge Mystic and Stonehewer Giant. I’d want to use green
to help search out the 4 Chimeras with cards like Fauna Shaman and Survival of the
Fittest. I might even want to dabble in blue for a few cards that can give creatures all
types like Amoeboid Changeling, along with a few buyback spells like Whispers of the
Muse and Mystic Speculation to work nicely with Prescient Chimera.
So how much fun would it be to pick that sort of guy for the kind of crazy Chimera-
themed shenanigans I had in mind? “Commander Rafiq… I have a very unique mission
for you…” I can just imagine the look on a hard-nosed soldier’s face when you explain
to him the crazy crap you want him to do.
Now, if we’re messing around with Changelings and setting up Rafiq to gain all creature
types, might we want to give him some other Tribal goodies as well? Call me twisted,
but I started thinking about tossing slivers into the mix—Manaweft Sliver for mana-
fixing, Shadow Sliver to give them Shadow and make them practically unblockable,
Harmonic Sliver to blow up artifacts and enchantments, Telekinetic Sliver to tap
down stuff, Brood Sliver for creature tokens, and Synapse Sliver for card drawing.
Scarecrone is a fun card to use with Changelings, since if any of them are doomed to
die anyway you can sacrifice them to draw a card. Scarecrone is particularly awesome
in this deck though because your plan is to find the artifact Chimeras and sacrifice
them, and Scarecrone has the ability to bring artifact creatures from your graveyard
and put them back into play for more shenanigans.
land - 39
“Nice to see you too,” I said. “You know, most people would appreciate the
opportunity to visit other planes as you have.”
“Most people would not appreciate being summoned into near death experiences to
serve as your meat shield!”
I ducked under Rafiq’s broadsword as he sliced one of my alien pursuers in two, then
smashed another’s skull to a pulp with the hilt of his blade.
The brief pause in their attacks was long enough for my spell to complete. I grabbed
hold of Rafiq’s armor as the Blind Eternities pulled us from Shandalar.
...
Rafiq landed in a huff. “Where have you taken us, Planeswalker? This is not Bant.”
“Dominaria. I thought while I had you with me you could help with something. I
promise it will be worth your while… ”
“I no longer require items of monetary value.” replied Rafiq. “As the most sigiled
knight on Bant, I seek a more spiritual growth.”
“Exactly why I thought you might be interested. I’m here for a holy relic.”
Rafiq looked up. “Holy relic eh? That’s more in line with my agenda. Be quick
about it Planeswalker, the air here is too acidic for my taste.”
We came to the opening of a small cavern. The walls of the cave were coated with a
hardened saliva mixture that reflected the light as if it were still wet.
“What place is this?” asked Rafiq.
“Not those wretched talon-worms you love so much… I thought we were looking
for a holy relic.” said Rafiq.
Suddenly I felt an impact at the back of my skull. My teeth slammed together with
such force they split through my bottom lip. The world spun, and I fell.
“Planeswalker!” Rafiq was yelling over me. “Planeswalker get up! We are under
attack. One of your kind!”
As I came to I could make out a small woman in the base of the valley. She was
dressed in a playful array of hooks and chains, the visible parts of her skin covered
in tattoos. The woman had brought with her a man I recognized as Kaervek the
Merciless, a voodoo mage from Dominaria’s past. She was reaching for a sheath at
her side when there was a flash of green light and a hooded Planeswalker appeared
flanked by a large oozing monstrosity.
The pierced and tattooed mage moved her hands through a quick pass of arcane
symbols. She reached back and hurled a fist-sized ball of fire toward the newly
arrived Planeswalker. The ball of flames reached its destination and rapidly
expanded, leaving his ooze pet in a pile of black ashes.
The owner of the ash pile responded with magic of his own. He slammed his palm
into the ground and vegetation rapidly grew around him until he was immersed in
a deep tropical jungle. An elemental composed of thick thorny vines burst from the
freshly formed trees with impossible speed. It broke the ground as it tore toward
Kaervek, slamming into his chest and ripping him to ribbons. As quickly as it
appeared the elemental returned to its owner and collapsed in a heap of plant matter
at his feet.
“You better have something good for me.” Rafiq said as he watched the two
Planeswalkers destroy each other’s summonings. “I’d rather not end up like that.”
“Just watch.”
“This one is a predator on its plane. See how it warps the other two into deadly
attack forms? And this one can supply the hive with mana.”
“They are so scrawny… please tell me they are not the only reason we were almost
killed earlier,” moaned Rafiq.
“Quit whining and equip the runed stalactite I gave you so you can assume their
form and gain their strengths.”
“Absolutely not. You know how I feel about that thing,” Rafiq replied, tossing the
stalactite at my feet before running toward the battlefield. “I fight with honor.”
There was a great crash from within the summoned jungle. An imperiosaur—a
gigantic lizard with jaws that could chomp a man in two—erupted in a headlong
charge, its eyes locked on Rafiq.
The monster at his heels, Rafiq tore back across the valley toward where I was
making my stand.
“THROW IT!”
The instant Rafiq caught the stalactite he gained the form and strength of my slivers.
He turned and met the charging imperiosaur with a flurry of talon strikes, reducing
the creature to a bloody pile of flesh.
The female Planeswalker was cackling with nihilistic glee as she watched the battle
unfold. She had summoned a massive stairwell of tombstones descending into the
underworld. Undead began slowly rising out of the pit.
“This sliver will allow the hive to gain a telepathic power they can use to stun the
enemy and allow you to attack unimpeded,” I explained to Rafiq as my army’s heads
began to swell accordingly.
At that moment, the hooded green Planeswalker emerged from his summoned forest
and called forth a large shifting mass.
“A changeling colossus. It will gain some benefit from my slivers. This is not good.”
The colossus stomped toward the female Planeswalker, its form continuously
undulating, doubling and quadrupling in size.
The woman, laughing, reached into her sheath and pulled out a silver scepter. With
a flourish she pointed the scepter at the charging monstrosity and uttered a single
word of power. A bolt of force erupted from the scepter and slammed into the
colossus, boring a gaping hole straight through its chest.
The scepter wielding mad-woman had turned and leveled her weapon in our
direction.
“I know!” I quickly summoned a sliver that released a harmonic chatter, causing the
scepter to disintegrate in the red Planeswalker’s hand.
Furious, the woman summoned a large demon to her side, its scaled body covered in
glowing demonic runes. The demon crouched beside her and whispered into her ear
before flying off and driving its clawed hand through the green Planeswalker’s gut.
The demon circled around and landed beside the woman, licking the entrails from
its menacing talons.
“This isn’t good, Planeswalker. Bring out your lead belly and let us finish this,” Rafiq
said.
“I like the sound of that,” he replied as he ripped the horns from the chimera and
magically bonded them to his helm.
I reached out into the Eternities, thinking back to the final bond I had made while
on Shandalar.
My opponent seemed indifferent as she watched my army grow to the size of giants.
She glanced at her demon and smiled, before casting the spell he’d granted her upon
his arrival to the plane.
The sun became a pitch-black spot in the center of the sky. A ghoulish screeching
sound began to rip through the valley. The sun had become a hole, sucking up all
life until the entire battlefield save myself, the woman, and Rafiq, remained.
She cursed to herself, then cast a spell which caused the earth to split apart. The
indestructible armor along with the stalactite Rafiq was holding were stripped away
and pulled into the chasm. The woman summoned Kaervek back to her side, and
with a final flourish placed a curse on Rafiq that drained him of his strength.
“I need to think. Any spell I cast will harm me as long as she has Kaervek to work
his voodoo magic.”
Suddenly Rafiq’s eyes went red with magical rage. He looked up at the woman,
roared, and bounded straight toward her.
“Rafiq?!”
...
“You’re not half bad,” he said, smiling. “With the last spell you cast I was able to
make short work of them.”
“I hope that holy relic is worth all this,” Rafiq said as he helped me to my feet.
“It will take more than blisters to keep me from the Hivestone,” I murmured.
“Hivestone?! You mean this ‘holy object’ is just some worm-talon relic?” he fumed,
standing over me a second time. “I did not sign up for this!”
I could not help but laugh… harder than I had in a long while.
Burn the Page
joe strickland - leavenworth, kansas
In a long lonesome comic shop east of Omaha, you can hear the sounds of laughter as
they’ve hit the final straw. Teferi followed by Knowledge Pool has locked you out till
dawn. So you saunter home and wonder, what’s a Red Mage to do? The game has lost
its luster, since everyone plays blue. So with questions and rage burning you go home
and start to brew.
Well you walk into the store again pull a box out colored gold, and you feel the eyes
upon you when your Commander isn’t gold. You pretend it doesn’t bother you, but
you just want to explode.
Most times you can’t burn them out, other times you can, as your Hellkite Tyrant
steals you some artifact lands. After a Sire of Insanity lands, you’re left without a hand.
But with Howling Mine and Font of Mythos in play, it’s time to make your stand.
The draws are Blasphemous Act Zealous Conscripts and Reiterate, the Tyrant sees a
board of juicy artifacts on his plate, but with a fateful swing, he seals the table’s fate.
• concluding thoughts
• vision for the future
• fiction: door of destinies
there’s a lot to be
said for competitive magic:
the gathering.
There’s a lot to be said for competitive Magic: the Gathering. Human beings get
a thrill from competing, and Magic offers us something particularly enticing—the
ability to walk into a tournament with a deck unlike what anyone else is playing and
winning with your creation. Mastering the rules, figuring out the best cards to play,
and then matching your skill and talent against others who’ve done the same thing
can be a ton of fun whether you win or lose (though winning is naturally a bit more
fun). I’d recommend everyone give tournament Magic a try, whether it’s Friday Night
Magic at your local game shop, a Pro Tour Qualifier, or a Grand Prix. It’s a fantastic
part of the Magic experience.
But if you’ve never played Commander before, I’ll let you in on a little secret:
More than any other format, Commander gives you the ability to experience the
full spectrum of the Magic: The Gathering experience.
Don’t believe me? Take a look at a Magic card. If you’re looking at this card with a
tournament-player’s eye, what’s important? The rules text, power and toughness if
it’s a creature, the mechanics of the card—how efficient and powerful is this card in
relation to its casting cost? The mana cost better not be too much even if the effect is
efficient or powerful. And most importantly—will this card enable me to win a game
of Magic before my opponent has a chance to?
Now take a look at the same card but think about everything you overlooked. Take
a look at that fantastic artwork—what story is that telling you? What about the card
name, what’s the story behind that? Is there flavor text that’s giving you a chuckle or
giving you a clue about the overall themes of the Magic set? If it’s a creature, what’s
its type? Does that make the card compelling, strange or funny? Why was this card
made into that particular creature? Take a look at the power and toughness ratio, what
does that say about the flavor of the card? If the casting cost is too expensive to be
considered for tournament play, why was it costed that high? If it’s a gold card, how
do the elements of each color play out in the overall design of the card?
In Commander, you can tap into and enjoy all of these elements while you play a
game, sharing some amusement or irony with your friends around the table. Maybe
it’s a Bird of Paradise picking up a Sword of Fire and Ice and smacking someone in the
head with it. Maybe it’s the laughter when you realize how well the art fits with the
mechanics of a card like Elephant Ambush. Maybe some small story within the card
inspires you to build an entire deck around it—recently a friend came up to me and
showed me his “Ladies Looking Left” Commander deck, which only contained cards
that featured a female character turned to the left.
Magic is a fantastic, endlessly complex strategy game, that rewards skill and dedication
to improving your play. But the ever-changing team of smart, creative and dedicated
Wizards of the Coast employees has invested countless hours infusing so much more
into Magic than just the mechanics of gameplay.
112 conclusion
Over on TheOatmeal.com, there was a great comic strip called Why the mantis shrimp
is my new favorite animal. It starts off with reason #1, saying:
“Our eyes contain millions of light sensitive cells, called rods and cones. Rods
enable us to see light and motion. Cones enable us to see color.
...
“Humans have three types of color-receptive cones: green, blue & red. Our
additional red cone enables us to see not only red, but all the colors that are
derived from red (orange and purple).
...
“The mantis shrimp lives in warm, shallow water, and typically grows to be
between 6-12 inches (15-30 cm) in length. And this marvelous creature has
not two, not three, not five… but SIXTEEN color-receptive cones.
“The rainbow we see stems from just three colors, so try to imagine a mantis
shrimp’s rainbow created from sixteen colors. Where we see a rainbow, the
mantis shrimp sees a THERMONUCLEAR BOMB of light and beauty.”
If all you do is play competitive Magic, you’re getting a beautiful rainbow of Magic
experiences. When you play Commander, you get the chance to experience a
thermonuclear bomb of game play and creative flavor. Why wouldn’t you want that
from your game?
113 conclusion
Door of Destinies
natahlia lysse zaring
Twisting branches arched overhead as we moved deeper into the forest. My bones
ached as I followed the rattling scarecrow, but I didn’t know if it was something about
this plane, or just the signs of age starting to show. As we walked, I tried to discern
any markings of our path... but the grim woods remained faceless, unmutable. I
wondered at this strange figure I had chosen as commander of my forces. I had been
told he was a king, but I saw no signs of leadership. He took no orders, but also gave
none. At least he was finally leading me to the Door—I hoped.
The trees were growing taller and the light, dimmer. We walked in silence. I had
never heard him speak a word, and he seemed to ignore mine, even those that weren’t
commands. If I were a different sort of Planeswalker, I would have punished him for
impertinence, but I had talked more than enough with that blasted dragon, to the
point that silence was a welcome pleasure. Like everything—including that dragon—
the scarecrow was a means to an end.
Suddenly, I could feel the pulse of mana ahead of us, stronger somehow than the
disgusting natural power that permeated the woods. Grimacing, I pulled energy from
the forest and used it to search my memory for a less repulsive manabond. I found
the badlands of my youth, and reveled in the comfort of the familiar hills and deadly
mires. I had no recollection of what had come before the waste, but the dragon had
more than compensated for my memory gaps by filling them in with how they had
left me there to die. Superstition had driven them, and I had long ago repaid that debt
with their blood. But I had never found her.
The scarecrow stopped moving, the pulsing mana inches from his face. Did he simply
know where it was, or could he sense it like I could? Frowning, I stepped past him,
trailing my fingers across his arm. I had thought him made out of wood, but it felt like
bone under my touch. What kind of person would create such a thing? I marveled at the
craftsmanship. While I might have been able to tame him without green or white mana,
they were a part of his mystery, and I wanted to know what he was; I wanted to use him.
Stepping up to the stand within the glow of the formless mana, I recited the words the
dragon had told me:
Golden sun, in the sky
tears that rain from my eyes
dark as death, creaking bone
fire writhing in soul’s home
branches scarring autumn’s air
show me what is hidden there
Soft, golden light began to emanate around us, and reality seemed to melt away. The
trees shied back from the light, hissing as it touched them—Shadowmoor was no
place for sunlight. Gobs of reality pooled on the ground at my feet. As the light
touched them, they hissed, much like the trees, evaporating into the air. The world
seemed to vibrate, groaning with the weight of peeling back the shadows. And then
it was over. Standing in front of me, doused in sourceless sunlight, was the Door. No
amount of magic could destroy it, not entirely. The dragon had said it was a fixture of
the multiverse. One step through, and it would bring me to my destiny. One more
step and it would bring me to her.
I had a brief thought of leaving my scarecrow behind, of carrying on this mission
alone, but then I saw them. Moving through the woods around us, they entered the
clearing with rattles and shakes and creaks and scratches. Some were shaped almost
like people, with arms and legs in roughly the right places. Others had scythes for
arms, or five legs, or no head. They formed no rank or file, but I knew they were my
army, a silent brigade that didn’t need a grand speech or a call to arms.
Grabbing the latch, I pulled it open, revealing a blinding light. Eyes closed against
the brilliance, I stepped forward, leading the charge into the unknown. I felt a slight
tingle, and then I was through.
Opening my eyes, I had to squint against the sunlight. I was in a courtyard, surrounded
by walls of pale stone. The sun shined through an open ceiling. Shading my eyes
with my hand, I turned to look at the low table in front of me and the diners kneeling
beside it on top of lavish pillows. Each of them had paused in their meal, many of
them with food halfway to their mouth. But I had eyes only for her.
She was seated at the far end of the room, but her face was unmistakable. It was my
face, the same eyes and nose I saw in every reflection. She wore her hair differently,
pulled back and wrapped with some kind of cord. The same braided rope was twined
along her right arm, and she had a loose piece of cloth wrapped around her torso. Her
shoulders were bare, and, as she stood to confront me, I saw that her skirt had slits in
both sides, though it hung down to her ankles. Her sandals laced halfway up her leg,
and I had to pause a moment, staring at her.
Before I could even think of answering, the people at the table gasped as the Reaper
King appeared beside me. Even my twin had to steel herself against his visage.
Everyone was frozen in wonder or fear as the next scarecrow arrived. It clambered
forward on three unsteady legs, but my commander’s destruction moved faster. The
air shimmered between him and the table. A woman’s skin began to grow red and
then crack, radiant light exploding from her body, showering the table in a macabre
rain of skin and guts.
The people then began to move, screaming and running in terror. But not her. More
scarecrows appeared, and with each one the Reaper King sent out a surge of destructive
magic. But still she didn’t move. We had the same face, but I couldn’t tell what was
going on behind her eyes, so stoic and calm. Did she have some secret spell she
was saving, seeking to bluff her way into victory? Or perhaps she’d already cast her
trump, hiding it in the room around us. A basket-handed scarecrow approached her,
snagging her in its basket and launching her against the far wall. She hit with a thud
and slid down, landing in a heap at its base. Slowly she picked herself up, using the
wall for support. She lowered her eyes at me defiantly, straightening her back. Behind
her, there was blood smeared across the wall.
I readied up a ghostway spell and cast it. There was no sense in overcommitting.
My army slowly faded into mist as they moved, leaving only echoes of their actions
behind. I made my way toward my twin around the outside of the room, skirting
the columns, never looking at her for more than a second. I was going to enjoy this.
Her eyes followed me as I stalked, perhaps watching for the right moment to strike.
“You’re not going to break me, you know,” she said.
I closed the distance between us, putting my nose on level with hers, our eyes—the
same eyes—staring into each other.
“They never told you, did they? About the little girl they left to die?” I could see
in her eyes that they hadn’t. “The wilderness taught me anger as the world tried to
kill me.” I pulled out my knife, a ritual blade I’d lifted off a Rakdos bloodwitch’s
corpse. Drawing it along my cheek, I cut myself, letting the blood pool onto the
blade. Moving it to my mouth, I stroked it with my tongue, licking off some of the
blood. To her credit, she barely flinched.
“The cities taught me hatred as the people showed me their fear.” Grabbing her hair
with my free hand, I twisted my fingers into her bun, pulling back her head. She
didn’t resist. Smiling, I drew the flat of the knife across her neck, leaving a trail of
blood behind in a gruesome mockery of slitting her throat. “The dragon taught me
vengeance, as he told me of the life I was robbed.”
She closed her eyes and raised up her arms to cast. I knew this had to be her last,
desperate attempt to stop me, so I moved quickly, plunging my knife into her chest
and twisting it about for good measure. But she kept moving, and her arms wrapped
around me in an embrace. I’ll never understand where she got the strength, not after
I had pierced her heart, but she squeezed my shoulders tightly. As she slid down my
body, collapsing to the floor, she whispered, “I forgive you. May the gods have mercy.”
And then I felt something familiar and foreign, at once comforting and alien, like a
lost memory flirting with the breeze. The wind swept around me, carrying scents I
thought I’d never smell again, and for the first time since arriving, I let myself get lost
in the majesty surrounding me. I felt hills, red with passion—not the passion of anger,
but of freedom. I felt life, felt order and chaos combining, felt nature flourishing
under a guided hand. I saw what Bolas could never see, what that dragon, for all his
knowledge, could never know. Each color was connected, was equal. Combining
them, using them together, that was what would make me strong.
I looked at the scarecrow lord and suddenly I understood. He was all colors and
none. He was something that transcended everything that Bolas had ever taught
me. Smiling a dark smile, I looked at the scarecrow as he stood there, uncaring, his
pumpkin hat tilted to one side. He would help me find vengeance. But not against
my sister. It was the dragon’s turn to feel the wrath of the Reaper King.
Designing Commander
Robby Rothe
At its core, Magic is just a collection of cards that allows people to play different
games. These “different games” that people play with Magic are formats like Vintage,
Legacy, Modern, Standard, Block, Limited and Commander. Commander is
the only format that is completely dependent on a singular card type: Legendary
Creatures. Without Legends, you don’t have Commander.
In every other format, the Legendary supertype is used to control the power of
creatures. The restriction of only being able to have a single copy of a creature on the
battlefield is a handicap—lead weights in a saddle—instead of a badge of honor. But
in Commander, Legendary creatures that have no chance of seeing tournament play
are all-stars on the kitchen table. With the meteoric rise of Commander, it is only
natural that Wizards R&D has started designing for multiplayer formats. But what
has changed since Legendary creatures were first introduced?
A Legends is Born
Legendary creatures got their start in 1994 in the set Legends, only a year after the
debut of Alpha (to this day Legends remains the only set named after a type). The
Legendary supertype came about because the lead designers of Legends, Steve Conard
and Robin Herbert, had the idea to create named, iconic creatures in Magic based
on characters from their Dungeons & Dragons campaigns.
“There wasn’t anything unique in the game. More importantly, there weren’t
any true heroes either. There was no Conan, no Han Solo, or anyone like
them. The game needed heroes.”
- Steve Conard, The History of Legends
A Benalish Hero could be anybody. It’s a creature who isn’t important enough to
warrant a last name. For all we know, Benalish Hero is just Crewman Number
6. However, Angus MacKenzie and Olivia Voldaren are creatures that are worth
remembering in the Magic multiverse. These are the personalities that you call to
your side when you need to fight the tough battles.
The other main design concept introduced in Legends was the attribute profile of a
Legendary creature; or, in other words: what makes a Legend a Legend? In the set
there were four main types of Legends:
Vanilla, but larger in size. Able to do things that the A repeatable effect.
colors weren’t able to do.
Of these, the “build around me” group is most important for Commander.
Magic is a game with ever-growing parts, and part of its success is that anyone can
build a deck that is thematically about anything they want. Creating a deck around
Mana Flare and trying to abuse the extra mana is a concept that is relevant to several
different styles of play. Before Legends, creatures rarely had this “build around me”
effect. You can build an entire deck around Sol’kanar the Swamp King to take
advantage of casting black spells and making your opponents cast them as well.
What can you do with all that extra life? I’m sure there are a few ways for black to
put those extra life points to good use.
With the new paradigm of design backed by a storyline, Wizards of the Coast now
faced the problem of tying in the heroes’ stories to the actual cards. After Ice Age,
Mirage block kicked off the Weatherlight Saga, a story that carried Magic from 1996
to 2001. Legendary creatures from this era aren’t all that exciting for Commander
because they lack build-around type abilities. Storyline-driven card design (“Well,
they do this in the story, how can we shoehorn it into a card?”) put Legendary
creatures into a creative rut where they struggled for several years.
Rise of the Elder Dragons
For a long time, Wizards treated Legendary creatures either as story characters
or added the supertype to help balance power level by keeping multiple copies
from being on the battlefield at the same time. During this era the Elder Dragon
Highlander format was created and grew in popularity. Then in the early 2000s,
the design philosophy around Legends changed. Just as Wizards realized in the late
1990s that it needed to develop sets that were balanced for Limited play, they now
also realized they needed to design for multiplayer.
After the decline of Legends to their lowest point in a decade (Mirrodin block
introduced only 5 Legendary creatures), Kamigawa cranked the dial up to 11. Still,
not all Legends in the block were relevant to the Commander format (I’m looking
at you, Ben-Ben), and most were designed to support the block’s storyline. But
Wizards’ strong commitment to exploring the design space around Legends put the
type on a track back towards relevance.
Big Spells
Commander is known as the format of large spells. Perhaps not coincidentally,
Kamigawa block also explored the design space around large, expensive spells. It’s
not as simple as just upping the mana cost and making the cards more powerful,
it’s also seeing what the set and format needs to make big spells work. The game has
shown that it can handle larger spells and the Commander format is a reason why.
16.4%
14.7%
12.5%
12.7%
11.5%
10.9%
15.3%
11.5%
13.6%
13.9%
9.8%
6.5%
7.1%
3.6%
3.2%
5.5%
7.1%
7.6%
9.5%
8.1%
6%
Arabian Nights, Antiquities
Legends
The Dark, Fallen Empires, Homelands
The following set release, Coldsnap, saw 7 out of 8 Legends that are viable,
interesting Commanders (the sole exception being poor, poor Haakon). The next
year, nostalgia-filled Time Spiral block saw another above-average concentration of
Legends, with the majority of them designed with unique abilities, ripe to build a
new deck around. By the time of Lorwyn released a year later, the design of Legends
had shifted to where every set could be expected to hold several new, themed and
playable Commanders.
In 2011, these special-release Commander decks flew off the shelves. With the
release of Magic: The Gathering Commander 2013, it is now a perennial product.
There has been a complete shift of how Legends are designed. The first thought for
designing Legends at Wizards has seemed to shift from “how are we going to tie this
into the story?” to “how can we make this really cool, especially for Commander?”
Legends aren’t just a token card type anymore. Commander has given Legends a
purpose and an opportunity to shine. Before the release of every set, there’s a large
group of players eager to see what new Legends they’ll be able to build a 99-card
deck around. Without Commander, would the Legendary Creature type have gone
the way of the Interrupt and the Enchant World? Maybe.
The latest swell in Magic’s popularity and success appeared around the same time
that Legends grew into their modern role. Legends were loved by a fringe collection
of players, who created their own alternative format to fully embrace the flavor of
Magic’s heroes. Wizards has embraced the concept and given players what they’d
dreamed of: new Legendary creatures concepted as independent, unique full-on
works of art.
Players can’t get enough Legends in order to play Commander. The most popular
Legends are those that create moments and interactions. In the new era of Wizards’
designing for multiplayer, Legends rule the battlefield with a plush view from the
Command Zone, leading their armies to epic fame and glory.
Glossary
Aggro
Indicates taking an aggressive stance in the game, attacking or otherwise dealing
damage or hastening the end of the game for one or more players.
Ally colors
The colors in Magic: The Gathering are presented in a wheel, and each color is
considered to have an ally in the color that comes before and after it in the color
wheel. For example, the color green’s allies are white and red.
Bounce land
A land that when played requires another land controlled by that player be returned
to his or her hand. Also known as “karoo lands” after the original cycle of such
lands printed in Visions.
Cantrip
A spell that draws a card in addition to its other effect, effectively replacing itself.
Check land
Lands that come into play tapped unless they check and find one of two basic land
types already in play. For example, Sunpetal Grove comes into play unless a forest or
plains is already in play, in which case it will come into play untapped.
Color Identity
A card’s 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. The Commander’s color identity restricts what cards may appear in the deck.
A deck may not generate mana outside its colors. If an effect would generate mana
of an illegal color, it generates colorless mana instead.
Combo
A combination of cards that together provide some sort of powerful effect that can
potentially impact the flow of the game. A killer combo will often take out one or
more players once the various cards are played.
Command Zone
A zone used for special objects which affect the game like permanents do, but are
not actually permanents. This includes emblems, plane cards, scheme cards and the
Legend chosen as the Commander in a game of Commander.
Commander (card)
A Legendary creature chosen as the Commander card in a game of Commander.
Commander (format)
A Magic: The Gathering variant format which emphasizes social interactions,
interesting games, and creative deckbuilding. It can be played 1-on-1 but is typically
enjoyed as a multiplayer format.
Commander tax
An additional amount of colorless mana added to the mana cost of a Commander,
equal to two times the number of times it was cast from the Commander Zone in
excess of its first time.
Control
A style of play which emphasizes controlling the flow of a game with some
combination of counterspells and removal. Once the player has prevented other
players from winning he or she will go about assembling their own win condition.
Some control decks have win conditions that end the game quickly while some
others are famous for being excruciatingly slow.
Counter
Refers to two different but frequently used things in Magic; as a noun it refers to
a marker placed on an object or player that modifies its characteristics or interacts
with a rule or ability, such as a +1/+1 counter on a creature or a poison counter on a
player; as a verb it refers to cancelling a spell or ability so it doesn’t resolve and none
of its effects occur, most often in regards to casting a counterspell such as Cancel or
Force of Will.
Dual land
A cycle of lands printed in the original Magic: The Gathering Alpha, Beta, Unlimited
and Revised sets that are considered two basic land types and provided either color
mana with no drawbacks. For example, Bayou is both a Swamp and a Forest, comes
into play untapped and can be tapped to provide either green or black mana.
Enemy colors
The colors in Magic: The Gathering are presented in a wheel, and each color is
considered to have enemies in the colors that come directly across it in the color
wheel. For example, the color green’s enemies are black and blue.
Eternal
Magic: The Gathering formats that grow with each set that’s released rather than
rotating the most recent sets in and out. There are two sanctioned tournament formats
called Vintage and Legacy; Commander is considered an Eternal casual format.
General
What the Commander used to be referred to when the format was known as EDH,
and many old-time players still refer to it as such.
Griefer
A play style that tends to focus on inflicting “grief ” on the other players by making
it more difficult for them to play a typical game of Magic: The Gathering. It will
often involve restricting mana or otherwise making it hard to effectively play spells.
group hug
A play style that tends to focus more on helping one or more other players than
trying to actively win the game. Also referred to as care bear.
Guild
The 10 different 2-color combinations of Magic personified by the guilds introduced
in the original Ravnica block:
Azorius Izzet
Boros Orzhov
Dimir Rakdos
Golgari Simic
Gruul Selesnya
Mana flood
Drawing too many mana-producing lands and not enough spells.
Mana Rock
Mana-producing artifacts, commonly used in Commander to quickly ramp into
more powerful and expensive spells.
Mana screw
Not drawing enough lands to cast your spells, or not drawing lands that produce the
right colors of mana to cast your spells.
Mid-range
A style of play that tends to play flexible spells and larger creatures, and goes about
winning a bit slower than aggro decks but faster than control decks.
Milling
Used to refer to spells and effects that put cards from the top of a player’s library to
his or her graveyard.
Pain land
Cycle of 2-color mana-producing lands from Ice Age and Apocalypse that ping you for
1 when tapped for colored mana.
Ping
To deal 1 damage, typically from a repeatable source.
Sac land
A land that you sacrifice in order to search your deck for another land card and put
that land into play.
Shard
A 3-color combination that includes a central color and its 2 neighboring ally colors
on the color wheel. For instance, the shard of Esper includes the color white, and its
allies blue and black.
Shock land
A cycle of lands printed in the Ravnica and Return to Ravnica blocks that have 2 basic
land types. Like dual lands, they produce 2 colors of mana according to their basic
land types. Unlike dual lands, they come into play tapped unless you pay 2 life.
Swing
Another word for attack. Also referred to as bash, come in with the team, alpha strike,
and many other nicknames.
Tribal
Individual cards or decks that care about a particular creature type, such as Zombie
or Elf.
Tutor
A card or effect that searches your deck for a particular card, as exemplified in
Demonic Tutor.
Voltron
A strategy where you enhance one particular creature with spells, effects or
equipment to make it more powerful.
Wedge
A 3-color combination that includes a color and its 2 enemy colors. An example of a
color wedge is the color red in combination with its enemy colors blue and white.
Magic 101
Renee Hupp and Trevor Gulley
The Magic: The Gathering trading card game debuted in 1993 and has since steadily
become a cultural phenomenon with millions of players worldwide. Part of Magic’s
popularity comes from the flexibility within the rules to play games above and beyond
the typical 2-player duel. Commander is just one of many alternative ways to play.
Whether you have years of Magic under your belt or this is your first foray into the
game, Commander can be a deep and rewarding experience. Remember though that
Commander is a highly tuned version of normal Magic. All of the rules for the basic
game still apply.
For most Magic formats the deck constraints are a minimum of 60 cards with a limit
of 4 of each card, except for basic lands. In Commander, the deck size is set at 99
cards, plus your Commander, and you can only use 1 copy of each card other than
basic lands.
White is associated with order, selflessness, and light. Its strengths revolve
around playing a lot of smaller creatures with synergistic abilities. White
creatures are commonly Knights, Soldiers or Clerics. The color white
draws magical energy from Plains.
Blue is the color of logic, curiosity, and water. Its creatures are typically
evasive in some way and its spells work to control the game by preventing
attacks or countering spells. Typically blue creatures include Sphinxes,
Wizards and Merfolk. The color blue gets its power from Islands.
Black is the color of selfishness, ambition, and decay. Its creatures and
spells reflect this by having powerful effects that sometimes come at great
cost, such as the sacrifice of a creature. Black creatures are often Zombies,
Demons or Assassins. Black draws its mana from Swamps.
Red is the color of passion, creativity, and fire. Red’s creatures attack
fast and its spells often involve shooting lightning at your opponent or
generating chaos on the battlefield. Examples of red creatures include
Goblins, Dragons and Warriors. Mountains give power to red magic.
Green is the color growth, reality, and nature. Its creatures are big, its
spells make them bigger, and mana is abundant allowing for huge spells
to be played early and often. Elves, Beasts and Wurms are examples of
common green creatures. Green mages draw their mana from Forests.
Each of these colors represents not only a core ideal and range of specializations, but
also a key part of each card in Magic’s rules. All Magic cards, other than lands and
most artifacts, have a color (or colors), which is defined by the card’s mana cost.
Angelfire Crusader
requires at least 1 white
mana to summon,
therefore it is considered a
white creature.
Land cards are the backbone of any Magic deck. They provide the mana you need
to cast all the other cards in your deck. You can tap a land once per turn cycle to
create mana.
Creature cards are the primary way of dealing damage to opponents. Creatures are
the only cards that have a power and toughness. Creatures deal damage equal to
their power in combat, and are destroyed once they receive damage equal to their
toughness. Many creatures have abilities that affect how they fight other creatures in
combat, enhance their own power and toughness or that of your other creatures, or
give them protection.
Instants, on the other hand, can be cast any time you have priority. Many instants
are reactionary, like counterspells, but they can also do things like kill creatures,
damage your opponents, or draw cards.
Enchantment and Aura spells are typically very powerful and can change the way
the game is played or provide a persistent effect for one or many of your creatures.
Artifacts can also be creatures, but they’re typically items with abilities. The best
thing about artifacts is that except for a few exceptional cards, you can cast artifacts
using any color of mana, so every deck can play them.
Planeswalker cards represent powerful mages from the multiverse. Each has
numerous abilities that typically fall within their color alignment. Planeswalker
abilities can also only be used at sorcery speed, but their effects tend to be high-
impact.
Library
The library is your deck of cards during the game. This is the area where you draw
cards from.
Hand
Your hand is made up of the cards that you have the option to play, during the
appropriate part of a turn, if you have the mana available to cast them. Some cards
can affect your hand, such as by drawing cards in addition to your usual draw step at
the beginning of the turn. Some cards can attack your opponents’ hands, such as by
forcing them to discard cards before they’ve had a chance to cast them.
The Stack
The stack is the zone through which cards you cast leave your hand. Permanents
go to the battlefield from the stack if they resolve and non-permanents go to the
graveyard.
Battlefield
A resolved permanent lives on the battlefield. The effects and abilities of most
creatures, Planeswalkers, and enchantments are only usable while they’re in this
zone. Instants and sorceries are almost never put onto the battlefield.
Graveyard
The graveyard is where cards go when they are otherwise incapacitated. This includes
creatures that have died in combat and spells you have cast. The graveyard can be
accessed by a wide variety of spells and permanents.
Exile
The exiled zone means that the card is removed from game. Different cards have
effects that will put cards into exile or be able to access cards from there as well.
Command Zone
This is where your Commander resides. The Commander can be cast at any time
you can cast a sorcery unless otherwise noted on the card. Emblems created by
Planeswalkers reside here as well.
Draw your opening hand. Each player starts by drawing 7 cards. If you aren’t
happy with the cards you drew, you are permitted to mulligan that hand, or draw a
new 6 cards for the first time, then down to 5, and so forth. Make sure to verify this
with new playgroups as different people have different house rules! After both you
and your opponents are satisfied with their hands, the game begins.
Taking a Turn
Untap, Upkeep, Draw
These 3 phases are the beginning of your turn, where you can really start to make
Magic happen. First you untap all your permanents, making each resource available
to you again. No player can play spells or activate abilities during the untap phase.
During the upkeep phase, you resolve triggered abilities that start with “At the
beginning of your upkeep…” These range from drawing a card, to having to pay
mana to keep something untapped, to even taking damage (you can read more
about triggered abilities in the Advanced Gameplay Rules section below). You can play
instants and spells with flash during the upkeep. If you don’t play anything, your
opponents also have the same opportunity.
Finally you draw your card for the turn. Instants and spells with flash can be played
here by both you and opponents.
That’s it! Next you move to your main phase. These first 3 phases are probably the
simplest within the turn cycle.
Main Phase
The main phase is where much of the game is played. All spell types are playable
here, so long as another spell or ability isn’t being resolved—then you can only play
instants and spells with flash. This is because of how the stack works and we’ll go
over that in a bit.
End Step
The end step is the second most complicated phase of the game, mostly because it
is the last opportunity for opponents to play spells on your turn. Triggered abilities
that start with “At the beginning of the next end step…” resolve at this point, but
spells that say “until end of turn” are still in effect.
Cleanup
If no player has anything to do during the end step, the cleanup phase
begins. “Until end of turn” effects end, creatures with marked damage heal
back to their full toughness, and if you have more than 7 cards, you discard
down to 7.
It should be noted that mana pools empty at the end of each step. If you play a
Burning-Tree Emissary, for example, the RG she adds to your pool when she enters
the battlefield will go away if you move to combat and won’t be available to use for
combat tricks.
So long as the stack is empty and it’s your turn, you can cast creature, sorcery,
Planeswalker, and enchantment spells. Once the stack has something on it however,
those cards have to wait until the stack is open again.
You can find all of the Wizards’ learn to play information here.
Social media has changed the way people are learning and interacting with Magic.
If you have Facebook, chances are you can find a local group that has a schedule
of events. With Twitter there is endless access to pros, casual players, and judges
alike, many of whom are willing to point you in the right direction with questions
you may have. There are also many Magic communities on reddit, specifically
magicTCG, but also for each format. Have fun, and good luck in your travels (and
battles) across the Multiverse!
Appendix: Commander Staples
A lot of Commander players find the idea of Commander “staples” to be contrary
to the spirit of fun and card diversity that makes the format so enjoyable, so I’m
not going to suggest that the cards listed below are cards that should go in every
Commander deck they can. Rather, these are cards that tend to be strong or flexible
in games of Commander so if you’ve got some holes in your decklist I hope this list
will help you fill them!
land
Bojuka Bog Maze of Ith Strip Mine
Command Tower Moorland Haunt Temple of the False God
Desolate Lighthouse Opal Palace Thespian’s Stage
Exotic Orchard Reflecting Pool Transguild Promenade
Gavony Township Reliquary Tower Vault of the Archangel
Homeward Path Rogue’s Passage Vesuva
Inkmoth Nexus Rupture Spire Winding Canyons
Kessig Wolf Run Slayer’s Stronghold
ARTIFACTS OR COLORLESS
0-1 Converted Mana Cost 4 Converted Mana Cost
Basilisk Collar Deathrender
Elixir of Immortality Eye of Doom
Everflowing Chalice Grafted Exoskeleton
Expedition Map Jester’s Cap
Glaring Spotlight Nevinyrral’s Disk
Sensei’s Divining Top Solemn Simulacrum
Skullclamp Vedalken Orrery
Sol Ring Witchbane Orb
A.E. Marling
A.E. Marling has been playing Magic since Dark Rituals summoned Juzam Djinns on
turn two. He encourages everyone to touch the sky of human imagination and read
fantasy. Discover his fantasy-appreciation blog at: aemarling.com.
Sheldon Menery
Judge Emeritus Sheldon Menery is one of the most influential figures in the history of
Magic. From popularizing online Magic rules Q&A to founding EDH/Commander
to helping redefine fair play at the Pro Tour level to being a member of the Official Pro
Tour Coverage Team, he has had his fingers on the pulse of the game since its earliest
days. He currently resides, with his wife Gretchyn, in Tampa, Florida, where he stud-
ies Creative Writing at the University of South Florida.
Andy Rogers
Andy Rogers likes to write fiction, non-fiction, and emails that are just a bit too long.
He has played Magic since Zendikar and is a contributor to GatheringMagic.com.
Andy is married, a father, and lives in the Grand Rapids, Michigan area. Andy blogs
at TellBetterStories.Wordpress.com and tweets @ALRStories.
Robby Rothe
Robby Rothe is the writer of the Magic design blog mtgcolorpie.com and finished in
the top 101 of the Great Designer Search 2. Robby was a Commander columnist for
GatheringMagic.com and continues to write about the casual format. You can find
Robby actively on Twitter with the name @mtgcolorpie.
Adam Styborski
Adam “Stybs” Styborski is a Commander player and Limited addict living outside
Washington, DC. In addition to serving as Content Manager for GatheringMagic.
com and coverage reporter at Grand Prix and Pro Tours, Adam writes the weekly series
Command Tower for DailyMTG.com where he shares all the aspects of Commander
through the voices of the community playing it. He’s also a happily married father-
twice-over that jealously protects his collection from tiny hands.
Ant Tessitore
Ant Tessitore is a whirlwind of creative energy. Whether he is writing fiction or world
building for game campaigns on his blog at anthroplasm909.blogspot.com, Ant is
always flexing his creative brain meat. Ant enjoys traveling with his fiancee, listening to
NPR, and releasing his inner Rakdos. Follow Ant on Twitter @ANThroplasm.
completecommander.com