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In competitive Magic, you streamline your decks as much as possible as you want consistency in game play. The biggest constraint while building a Commander deck is definitely the singleton-rule. Your Commander is the most consistent part of all the games you play in this singleton format, so keep that in mind while building a deck. While that wasn’t really a combo, another example would be Leovold, Emissary of Trest decks, which often run Timetwister effects since they are absurdly powerful with Leovold on the board. It was a Mono Red Burn deck, but it didn’t have to play any bad one-drops because it could always play Zurgo on one. A simple example of the power of a Commander was a Zurgo Bellstriker deck I once played. If your deck involves a combo with your commander, you never have to get lucky drawing it, it’s just there. Obviously, there are aggressive decks but those don’t only pressure your life total, they also get ahead on cards and disrupt your game plan.Īnother major advantage you can get from your commander is in the consistency of always having access to it. Another side-effect of the high starting life is that pure beatdown or burn decks don’t really exist. This statement is very true and many cards like Fire Covenant, Sylvan Library, or Ancient Tomb are powerful in Commander only because you have 30 life to play with. Someone has probably told you “Life is a resource” at some point while teaching you something about Magic. With the rules introduced, let’s now check out the gameplay of 1v1 Commander: how do Commanders, 30 life and singleton decks impact competitive play? 30 life There’s also a banlist that is constantly monitored by Wizards which keeps the most broken cards from ruining the fun for everyone. Both you and your opponent start at 30 life, but taking 21 combat damage from a single Commander will also kill you, no matter your life total.Īs for deckbuilding, you’re only allowed to play cards within your Commander’s color identity and except for basic lands you can’t include multiples of a card in your deck. Every time that creature would leave the battlefield you have the option to put it back into the Command Zone instead, costing two more generic mana the next time you cast it. So, let’s get to it, what is 1v1 Commander? It doesn’t differ too much from regular Commander, your Deck consists of 99 cards and a single legendary creature which starts in your Command Zone for you to cast.
Souls fire commander damage full#
For the latter, they introduced Leagues and the weekly Commander Challenge Event on Saturday where the winner receives 100 Treasure Chests and a full set of the most recent Standard legal set, which leads to fierce competition. Last year Wizards decided to split things up into Multiplayer “normal” Commander and the competitive 1v1 Commander. That was until another Cardmarket writer, Thoralf “ Toffel” Severin, introduced me to competitive 1v1 Commander - a format that has since grown on me and that I'd like to introduce today.Ĭommander has a weird history on Magic Online since most players prefer playing it in paper. Playing for high stakes, making meaningful decisions and doing the best you can to win just has something very special to it and so it was no surprise that I didn’t really play Commander a whole lot. Those of you that know me personally will know that normally I’m only into competitive Magic. If any of this appeals to you, I have what you need to get started in this format. The format is built on interesting decks and allows you to play with many different cards from Magic’s past. So remember, while your commanders are a powerful part of your deck’s arsenal, if you want to win with the commander alternate victory method, you’re going to want to start attacking with your commanders (so while something like Rafiq of the Many makes a good command for this victory method, Skeleton Ship would make a poor choice).1v1 Commander is a relatively new format originally introduced last year on Magic Online. So while Niv-Mizzet, the Firemind might be a powerful commander, its triggered ability is not considered combat damage, so that trigger won’t count towards that 21 points of damage. Abilities never deal combat damage, even if you use them during combat.
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That means only damage assigned and dealt by an attacking commander at the beginning of the combat damage step counts. In addition to the rest of the state-based actions that we have in most Magic games, Commander has an additional one: if, over the course of the game, you have been dealt 21 or more points of combat damage from the same commander, you will lose the game. Today, we’re going to look at one of the unique rules for commander: the commander damage rule (formerly known as “General Damage” when Commander was EDH).
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