At 3/14/11 11:44 AM, UnknownFear wrote:
At 3/14/11 10:59 AM, SkeletonGimp wrote:
Magic stuff :3Thanks for giving me more advice on getting back into Magic. I'll probably stick to the casual game play as I don't particularly want to get into tournaments and the like as I've heard it can be pretty expensive.
Any time. I have a fairly extensive knowledge of Magic from a Player's point of view. Casual is a more then respectable way of playing M:tG and is in fact the way Richard Garfield (creator of Magic) wanted Magic to be played.
Tournaments are an option, not an obligation, to playing Magic.
A buddy of mine spends a LOT of money practically every month just on Magic, and I don't want to get into it that badly.
Magic is a hobby. Some hobbys eat up money, while others simply present the temptation to the hobbies to spend a little or spent a lot. I've spent plenty of cash on this game, not regretted a single penny of it. I'm both a casual and a tournament player, so I get plenty of 'miles' out of my purchases.
Also, what does EDH and Commander mean? I've heard of FNM as Friday Night Magic, so that's cool :P
Commander, formerly known as EDH (Eldar Dragon Highlander), is a casual varient of Magic. The name was changed earlier this year as part of the process of supporting, and releasing product for, casual game varients. EDH was renamed to Commander to bring it in line with the name of the online equivillent.
The game involves 2 or more players, ideally 4 or more, and you play it with 100 card decks. It's super wacky, super broken and you can play almost any card ever printed.
Some EDH decks are themed around a creature or spell type, others are based around a bunch of combos, and some are just a collection of cards put together so you can join in the fun (My first one was this kind of deck, it's slowly evolved into a massive creature beatdown deck over the last 2 years)
If you're interested in it, I'll post the rules I remember off by heart below. I'll ignore General damage for now as it makes the game a bit more complicated then a new player needs it to be, but all the 'official' rules are here. Again, as it's a casual format, the rules posted in the link and below are merely guidelines (along with the 'official' banned list) and you should feel free to change, add or get rid of rules as fits your play group.
Rules, the condensed Skeleton Gimp version:
1. Each player must play a deck of exactly 100 cards.
2. Each deck must contain atleast 1 legendary who acts as the 'General' or 'Commander'
3. Each Deck may only contain 1 of any card, except basic lands.
4. Each Player's deck must be colour 'aligned' with their Commander (See the "Commander" section)
1. As previously stated, each deck must have at least 1 legendary creature to serve as the deck's "Commander".
2. Decks must be aligned to the Commander's colours. This means a deck can only play cards that share colours with the general or are colourless. You may only produce coloured mana that matches the colour of your general, if you would produce any other colour it produces colourless instead.
In simple terms, if your Commander for example is Blue, you can only play blue and colourless spells in your deck and your lands can only make blue and/or colourless mana.
Example situation: If your lands suddenly produce red, for example by being turned into a mountain by an effect, you can only produce colourless from those lands affected.
If a card shows a mana symbol, it can only be played if all of those mana symbols match your Commander's colours. It a land, doesn't show colours outside of your Commander and can make colour of any mana, for example Vivid Creek, it can be played in your deck. It still, however, can only produce blue or colourless mana as your Commander in this example is blue.
3. If a Commander has abilities that show coloured mana symbols, these will count towards your general's colour.
For example, your general is green but has an ability that costs red mana to play. This general's colours will be red and green for the purpose of deck construction.
The Command Zone
1. Rather then starting the game in the library, each player's Commander starts the game in the 'Command Zone'. This zone counts as being outside of the game. Cards that say you can search for cards outside of the game do not effect the command zone as it is seperate from the Exiled, or Removed From Game (RFG) zone.
2. A player may play their Commander from the Command zone any time they normally can cast that spell. Most of the time this is during the Player's Main Phases, when they normally can play creatures and sorcories, but Commanders with Flash can be played at any time a player can play an instant as normal. All costs of the Commander must be paid as normal, including all Mana costs and additional costs (eg: sacrificing permanents)
3. When a Commander is exiled (removed from the game) or sent to the graveyard by any effect, instead the Commander goes back to the Command zone. A Commander that has been sent back to the Command Zone will cost an additional 2 colourless mana to 'replay' for every time it has been sent back to the Command Zone.
For example, a Commander costs 1 green. After it 'dies' for the first time, it will cost 2 colourless and 1 green to recast, after the second 4 colourless and 1 green and so on.
That's most of the "basics" for Commander. There's a lot to take in and understand and the easiest way to do that is to sit down and talk to Commander players. A lot of them may still reffer the game to EDH (Eldar Dragon Highlander) so start off the convo reffering to it as that.
Once you got a firm grip of EDH, you will soon find it's about the wackiest, most funny and most fun multiplayer/casual varient of magic that has ever existed and leads to some pretty epic nights.