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 Rules for EDH for those too lazy to look

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Join date : 2011-02-26

PostSubject: Rules for EDH for those too lazy to look   Sat Feb 26, 2011 7:34 pm

Deck Construction Rules

1. 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. Two 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 creature; multiple copies of the same creature (whether Commander and non-Commander) will all be put into the graveyard (or command zone) as a state based effect.

      The Commander is the principle around which an EDH deck is built. It is more easily available than other cards in the deck, and EDH decks will ususally want to leverage their Commander's strengths in their plans. It is not, however, guarenteed to be available at every point in the game so EDH decks should be able to function without it for a time.
2. A card's colour identity is its colour plus the colour of any mana symbols in the card's rules text.
The Commander's colour identity restricts what cards may appear in the deck. Details
* Cards in a deck may not have any colours 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 General's)
* Lands whose type includes swamp, island, plains, forest and/or mountain (e.g.: basic lands, shocklands, dual lands, Shadowmoor special-basics, etc) DO contain the corresponding mana symbol(s) as per CR 305.6. As such, while they are "colourless" they do have a colour 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 colour mana, they contribute both colours to the card's colour identity. Therefore they may only be played with a Commander whose identity includes ALL of the hybrid symbols' colours.
* Basic land words (swamp, forest, etc) in the text box of a card do NOT represent a coloured mana symbol. They are not restricted to Commander of the same colour identity.
* Reminder text is not included in the colour identity of a card.

An Example of what cards are/aren't allowed in a three colour deck.
 A deck with Phelddagrif (Casting cost 1UWG) as the Commander may not contain any cards whose colour identity includes red or black.
          * These cards would all be illegal in a Phelddagrif deck:
                o Goblin Piker (Its mana cost contains a red mana symbol)
                o Elves of Deep Shadow (Its ability contains a black mana symbol)
                o Talisman of Dominance (All sorts of verbotten mana symbols)
                o Life//Death (Three shall be the number of the colours)
                o Degavolver (... right out)
          * Our Phelddagrif couldn't use any of these lands:
                o Underground River (Obvious, see above)
                o Godless Shrine
                o Badlands
                o Leechridden Swamp, etc)
          * Phelddagrif may not call upon Boros Guildmage for help
          * Phelddagrif IS allowed to use:
                o Esper Panorama
                o Shard Convergence
3. A deck may not generate mana outside its colours. If an effect would generate mana of an illegal colour, it generates colourless mana instead.

4. An EDH deck must contain exactly 100 cards, including the Commander.

6. With the exception of basic lands, no two cards in the deck may have the same english name.

7. EDH is played with vintage legal cards, with two exceptions:

* cards are legal as of their set's prerelease
* Shahrazad is legal for play in EDH

Optional rules for EDH

1. EDH Sideboards

Rather than filling every deck with banal responses, it is preferable to allow some flexibility in the composition of a deck.

* Players may bring a 10 card sideboard in addition to their 99 cards and 1 Commander.
* After Commanders are announced, players have 3 minutes to make 1-for-1 substitutions to their deck.
* Any cards not played as part of the deck may be retrieved by "wishes".


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 an EDH deck's building space.

Sideboards allow players to respond to the "best" strategies in a timely fashion . They should be strongly considered as a necessary defense against brokenness and degeneracy in an EDH environment where no gentlemans agreement on style of play exists.
  2. Victory Points

      Instead of a "last man standing" win condition, organizers are encouraged to use additional or alternate ways to win. Prizes can be awarded for things like:
          * most combat damage dealt in a single turn
          * biggest mana pool
          * Commander Damage kills
          * Most mana paid for a Commander
          * etc

      By encouraging players to play for disparate, interesting goals everyone has a more rewarding, social experience.

      An extensive example can be found here
  3. Democratic Victory

      An organizer who desires a tournament which better approximates normal EDH games should reward players for some balance of winning and social play. One way to achieve this is
        1. When the game is over, each player votes for an opponent whose play they enjoyed most.
        2. Award two points for being the last player alive, and one point for each vote
        3. Prizes can be given out by points awarded.

In addition, some commonly used but more fun-oriented optional rules are presented here for players to consider.

4. The League Rule
An EDH "League" consists of a regular group of players who frequently play together using the same decks. No two players in a league game may have the same Commander. Within a given league, Commander are allocated first-come, first-serve and are preserved between meetings/games. No player may have, in his or her deck, the Commander of any other player in the game; it should be replaced with some other card before the game begins.
Commander is designed to promote social interaction.

It is founded (and dependant) on a social contract, otherwise known as a gentleman's agreement. Unsporting conduct (whether extreme or simply "being a jerk") should not be tolerated by players. Refusing to play with antisocial persons is the fastest way to better EDH community.

However, because players have varied opinions of what constitutes fair and/or fun play, a recommended banned list is maintained to help guide players towards a good social experience. House rules or "fair play" exceptions are always encouraged if they result in more fun for the local community.

If you want to enjoy the type of games you've heard associated with EDH, avoid cards like these:

    * Ancestral Recall
    * Balance
    * Biorhythm
    * Black Lotus
    * Coalition Victory
    * Channel
    * Emrakul, the Aeons Torn *NEW*
    * Fastbond
    * Gifts Ungiven
    * Kokusho, the Evening Star
    * Karakas
    * Library of Alexandria
    * Limited Resources
    * Lion's Eye Diamond
    * Metalworker
    * Mox Sapphire, Ruby, Pearl, Emerald and Jet
    * Painter's Servant
    * Panoptic Mirror
    * Protean Hulk
    * Recurring Nightmare
    * Staff of Domination
    * Sway of the Stars
    * Time Vault
    * Time Walk
    * Tinker
    * Tolarian Academy
    * Upheaval
    * Worldgorger Dragon
    * Yawgmoth's Bargain

Additionally the following legends should not be used as a Commander:

    * Braids, Cabal Minion

    * Rofellos, Llanowar Emissary

Last edited by wckddudeman on Sat Feb 26, 2011 7:46 pm; edited 1 time in total
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PostSubject: Re: Rules for EDH for those too lazy to look   Sat Feb 26, 2011 7:37 pm

FAU Specific Rules:
Banned list:
+Blightsteel Colossus

  1. Don't have a deck that contains another person's general
  2. Sideboard rules in effect for the purpose of wishes(see above)
  3. Unset cards are legal on a per card basis
  4. Don't tread over another person's fun
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PostSubject: Victory Points for EDH league   Tue Mar 01, 2011 3:46 am

In order to keep people like RJ from lameifying the league I suggest that we adopt the victory point system. If anyone has suggestions for how to score I'm open. I'm thinking the following but I am open to suggestions.

Winner gets 1 vp per other player

most damage in a single turn: 1 vps
biggest mana pool in a single turn: 1 vps
most general damage in the game: 2 vps
vote for most fun player (cannot vote for yourself): 1 vp per vote
Most Awesome play (cannot vote for yourself): 1 vp per vote

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PostSubject: Re: Rules for EDH for those too lazy to look   Thu Mar 03, 2011 4:24 pm

most damage in a single turn: 1 vps
biggest mana pool in a single turn: 1 vps

those and winning the game are going to be more or less the same thing.
If you go infinite you have the biggest mana pool and will probably be dealing the most damage.

Also I dont understand the hate on Rj. Is it the fact that his deck goes off on turn X in EDH?
I think if we are going to make EDH a fun format then we should define what fun is for everyone.

Lets say the whole club were playing combo deck variants and then someone comes in with a control deck and ruins everyones combo then I guess thats not fun? But then the whole format is warped because everyone is forced to play combo or else they are ruining everyone else's fun, (which for some people isnt fun either). Replace (combo with control and aggro, etc ad infinum)...

If you are going to say that a deck can only win at the earliest on turn X then thats fine but then people cant get mad for everyone's most optimal deck going off on turn X.

What about collusion in games, I've seen that happen, it's not fun for the person it is happening towards but usually the person its happening towards is running a top end deck as well.

All I'm saying at the end of the day is I wish there was more clarity in what was considered "fun and fair" gameplay for everyone.

What may be awesome to someone might not be awesome to everyone else. The words fun and awesome can mean totally different things to other players.
Also out of curiosity why is blightsteel colossus banned.
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PostSubject: Re: Rules for EDH for those too lazy to look   Fri Mar 04, 2011 1:58 am

Because they're aren't enough ways to deal with it in edh, it's centralizing. Same reason why Emrakul is banned. And the reason for the dislike of playing with rj is because he literally sucks the fun out of games. It's a fluke or a personal thing if one person dislikes playing with someone, it's different if the general consensus is to not want to play with someone. It's the same reason why Toolan decided not to play numot, it takes the fun out of playing.
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