Полные правила Magic: the Gathering
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| Базовые правила | Contents | Glossary |
903.1 In the Commander variant, each deck is led by a legendary creature designated as that deck’s commander. The Commander variant was created and popularized by fans; an independent rules committee maintains additional resources at http://mtgcommander.net. The Commander variant uses all the normal rules for a Magic game, with the following additions.
903.2 A Commander game may be a two-player game or a multiplayer game. The default multiplayer setup is the Free-for-All variant with the attack multiple players option and without the limited range of influence option. See rule 806, "Free-for-All Variant."
903.3 Each deck has a legendary creature card designated as its commander. This designation is not a characteristic of the object represented by the card; rather, it is an attribute of the card itself. The card retains this designation even when it changes zones.
903.4 The Commander variant uses color identity to determine what cards can be in a deck with a certain commander. The color identity of a card is the color or colors of any mana symbols in that card’s mana cost or rules text, plus any colors defined by its characteristic-defining abilities (see rule 604.3) or color indicator (see rule 204).
and the ability "

903.4a Color identity is established before the game begins.
903.4b Reminder text is ignored when determining a card’s color identity. See rule 207.2.
903.4c The back face of a double-faced card (see rule 711) is included when determining a card’s color identity.


903.5 Each Commander deck is subject to the following deck construction rules.
903.5a Each deck must contain exactly 100 cards, including its commander.
903.5b Other than basic lands, each card in a Commander deck must have a different English name.
903.5c A card can be included in a Commander deck only if every color in its color identity is also found in the color identity of the deck’s commander.



903.5d A card with a basic land type may be included in a Commander deck only if each color of mana it could produce is included in the commander’s color identity.
903.6 At the start of the game, each player puts his or her commander from his or her deck face up into the command zone. Then each player shuffles the remaining 99 cards of his or her deck so that the cards are in a random order. Those cards become the player’s library.
903.7 Once the starting player has been determined, each player sets his or her life total to 40 and draws a hand of seven cards.
903.8 The Commander variant uses an alternate mulligan rule. Each time a player takes a mulligan, rather than shuffling his or her entire hand of cards into his or her library, that player exiles any number of cards from his or her hand face down. Then the player draws a number of cards equal to one less than the number of cards he or she exiled this way. That player may look at all cards exiled this way while taking mulligans. Once a player keeps an opening hand, that player shuffles all cards he or she exiled this way into his or her library.
903.9 If mana would be added to a player’s mana pool of a color that isn’t in the color identity of that player’s commander, that amount of colorless mana is added to that player’s mana pool instead.
903.10 A player may cast a commander he or she owns from the command zone. Doing so costs that player an additional
for each previous time he or she cast that commander from the command zone that game.
903.11 If a commander would be put into its owner’s graveyard from anywhere, that player may put it into the command zone instead.
903.12 If a commander would be put into the exile zone from anywhere, its owner may put it into the command zone instead.
903.13 If a card is put into the exile zone face down from anywhere, and a player is allowed to look at that card in exile, the player must immediately do so. If it’s a commander owned by another player, the player that looked at it turns it face up and puts it into the command zone.
903.14 The Commander variant includes the following specification for winning and losing the game. All other rules for ending the game also apply. (See rule 104.)
903.14a A player that’s been dealt 21 or more combat damage by the same commander over the course of the game loses the game. (This is a state-based action. See rule 704.)
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9. Casual Variants << 902. Vanguard |
9. Casual Variants 904. Archenemy >> |



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