If a player has been dealt 21 points of combat damage by a particular Commander during the game, that player loses a game.The card retains it’s commander-ness through any status changes, and is still a commander even when controlled by another player. As such, “commander-ness” cannot be copied or overwritten by continuous effects. Being a commander is not a characteristic, it is a property of the card and tied directly to the physical card.This replacement effect may apply more than once to the same event. If a commander would be put into its owner’s hand or library from anywhere, its owner may put it into the command zone instead. If a commander is in a graveyard or in exile and that card was put into that zone since the last time state-based actions were checked, its owner may put it into the command zone. Its owner must pay for each time it was previously cast from the command zone this is an additional cost. While a commander is in the command zone, it may be cast, subject to the normal timing restrictions for casting creatures. Commanders begin the game in the Command Zone.Relentless Rats) may have rules text that overrides this restriction. With the exception of basic lands, no two cards in the deck may have the same English name.While it is not part of the deck, it is effectively a 101st card. If you’re playing a companion, it must adhere to color identity and singleton rules. A Commander deck must contain exactly 100 cards, including the commander.The cards in a deck may not have any colors in their color identity which are not in the color identity of the deck’s commander. A card’s color identity is established before the game begins, and cannot be changed by game effects.
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