This Thursday we are going to be running our first of what we hope will become a regular extra Competitive MTG Event!
The event is in many ways the same as Friday Night Magic in that it will cost £3 per player and there will be booster prizes dependent on the number of players and FNM Promo cards for the winners. The main difference will be the formats. FNM will stay Standard and Modern but Thursday will offer players a choice of other fun formats. Kicking things of will be 'TINY LEADERS' ...
Here is the current set of rules designed for the format. Players attention is drawn particularly to the rules regarding side board which is very specific to this format. If you are unsure on any of the rulings or the Banned list which follows after the rules then please feel free to contact either Nathan or myself.
Comprehensive Rules
905 Tiny Leaders
905.1 – In the Tiny Leaders variant of Magic: the Gathering, each deck is led by a legendary creature designated as that deck's Commander. This format’s rules are maintained by an independent rules committee, who can be contacted via email at: overlords.TL@gmail.com; or by direct messaging the Tiny Leaders Facebook page, or Reddit moderators at www.facebook.com/r/TinyLeaders and www.reddit.com/r/TinyLeaders respectively.
905.2 – The Tiny Leaders format is a two-player format. It may also use multiplayer rules, in which case the default format is multiplayer Free-for-All, see 806 “Free-for-All Variant”.
905.3 – Each deck has a legendary creature who represents the deck and is accessible to its owner from the beginning of the game. This card is called the Commander. This is not a characteristic of the card, rather it is an attribute of the card. A commander that is a copy of another card is still a commander, and a card copying a commander doesn't copy being a commander. This creature also determines which cards may be played in the deck – see 903.3
905.4 Tiny Leaders uses the concept of colour identity see
903.4 for a complete explanation of colour identity. In short, the colour identity of a card is the colour of each mana symbol on that card and the colour of any colour indicators on that card.
905.5 Each Tiny Leaders deck is subject to the following deck construction rules.
905.5a Each deck must contain exactly 50 cards, including its commander.
905.5b Each card must have a converted mana cost of three or less. Cards with {x} in their mana cost count X as zero for this purpose. Split cards and double-faced cards are legal only if both of their halves would be legal independently.
905.5c Other than basic lands, each card in a Tiny Leaders deck must have a different English name.
905.5d A card can be included in a Tiny Leaders deck only if every colour in its colour identity is also found in the colour identity of the deck’s commander.
905.5e A card with a basic land type can be included in a Tiny Leaders deck only if every colour of mana it could produce is also found in the colour identity of the deck’s commander.
905.5f Each player may also have a sideboard (see rule 100.4), which may contain no more than ten cards. The singleton rule (905.5c) applies to both the combined deck and sideboard.
905.6 At the beginning of the game, each player places their commander face up in the command zone where it is visible to all players. Then each player shuffles the cards in their library so that the position of no card can be determined by either player.
905.7 The starting player is then determined by any mutually agreeable random method. Once the starting player has been determined, each player’s life total becomes 25 and each player draws a hand of seven (7) cards.
905.8 Players may then mulligan. To mulligan, each player announces their intention to mulligan or keep. If a player keeps, they are not allowed to mulligan further. Each player who chose to mulligan then shuffles the cards in their hand into their library and draw one less card than they shuffled into their library this way. Players who have not yet kept may repeat this process any number of times.
905.8a Players may not choose to mulligan if they have no cards in their hand.
905.9 If a player would add mana of a colour not included in their commander’s colour identity to their mana pool, that player adds that much colourless mana to their mana pool instead.
905.10 A player may cast their commander from the Command zone.
905.10a Players must pay an additional {2} to cast their commander from the command zone for each time their commander has been cast from the command zone that game.
905.11 If a commander would enter its owner’s graveyard from anywhere or enter the exile zones from anywhere, its owner may choose to place it in the command zone instead.
905.12 If a card is put into the exile zone face-down, and a player may look at that card, that player does so. If that card is a commander owned by another player, that player reveals that card and puts it into the command zone. If that card is their commander, they may reveal it, if they do they may put it in the command zone.
905.1 – In the Tiny Leaders variant of Magic: the Gathering, each deck is led by a legendary creature designated as that deck's Commander. This format’s rules are maintained by an independent rules committee, who can be contacted via email at: overlords.TL@gmail.com; or by direct messaging the Tiny Leaders Facebook page, or Reddit moderators at www.facebook.com/r/TinyLeaders and www.reddit.com/r/TinyLeaders respectively.
905.2 – The Tiny Leaders format is a two-player format. It may also use multiplayer rules, in which case the default format is multiplayer Free-for-All, see 806 “Free-for-All Variant”.
905.3 – Each deck has a legendary creature who represents the deck and is accessible to its owner from the beginning of the game. This card is called the Commander. This is not a characteristic of the card, rather it is an attribute of the card. A commander that is a copy of another card is still a commander, and a card copying a commander doesn't copy being a commander. This creature also determines which cards may be played in the deck – see 903.3
905.4 Tiny Leaders uses the concept of colour identity see
903.4 for a complete explanation of colour identity. In short, the colour identity of a card is the colour of each mana symbol on that card and the colour of any colour indicators on that card.
905.5 Each Tiny Leaders deck is subject to the following deck construction rules.
905.5a Each deck must contain exactly 50 cards, including its commander.
905.5b Each card must have a converted mana cost of three or less. Cards with {x} in their mana cost count X as zero for this purpose. Split cards and double-faced cards are legal only if both of their halves would be legal independently.
905.5c Other than basic lands, each card in a Tiny Leaders deck must have a different English name.
905.5d A card can be included in a Tiny Leaders deck only if every colour in its colour identity is also found in the colour identity of the deck’s commander.
905.5e A card with a basic land type can be included in a Tiny Leaders deck only if every colour of mana it could produce is also found in the colour identity of the deck’s commander.
905.5f Each player may also have a sideboard (see rule 100.4), which may contain no more than ten cards. The singleton rule (905.5c) applies to both the combined deck and sideboard.
905.6 At the beginning of the game, each player places their commander face up in the command zone where it is visible to all players. Then each player shuffles the cards in their library so that the position of no card can be determined by either player.
905.7 The starting player is then determined by any mutually agreeable random method. Once the starting player has been determined, each player’s life total becomes 25 and each player draws a hand of seven (7) cards.
905.8 Players may then mulligan. To mulligan, each player announces their intention to mulligan or keep. If a player keeps, they are not allowed to mulligan further. Each player who chose to mulligan then shuffles the cards in their hand into their library and draw one less card than they shuffled into their library this way. Players who have not yet kept may repeat this process any number of times.
905.8a Players may not choose to mulligan if they have no cards in their hand.
905.9 If a player would add mana of a colour not included in their commander’s colour identity to their mana pool, that player adds that much colourless mana to their mana pool instead.
905.10 A player may cast their commander from the Command zone.
905.10a Players must pay an additional {2} to cast their commander from the command zone for each time their commander has been cast from the command zone that game.
905.11 If a commander would enter its owner’s graveyard from anywhere or enter the exile zones from anywhere, its owner may choose to place it in the command zone instead.
905.12 If a card is put into the exile zone face-down, and a player may look at that card, that player does so. If that card is a commander owned by another player, that player reveals that card and puts it into the command zone. If that card is their commander, they may reveal it, if they do they may put it in the command zone.
COMPREHENSIVE RULES Author: Matthew Turnbull, Level 2 Judge.
Ban List
Ban list updated as of [11/08/14]
- All Ante and Manual Dexterity cards
- Ancestral Recall
- Balance
- Black Lotus
- Black Vise
- Channel
- Counterbalance
- Demonic Tutor
- Earthcraft
- Edric, Spymaster of Trest
- Fastbond
- Goblin Recruiter
- Hermit Druid
- Imperial Seal
- Library of Alexandria
- Karakas
- Mana Crypt
- Mana Drain
- Mana Vault
- Metalworker
- Mind Twist
- Mishra's Workshop
- Mox Emerald, Jet, Pearl, Ruby, Sapphire
- Necropotence
- Painter's Servant
- Shahrazad
- Skullclamp
- Sol Ring
- Strip Mine
- Survival of the Fittest
- Sword of Body and Mind
- Time Vault
- Time Walk
- Timetwister
- Tolarian Academy
- Umezawa's Jitte
- Vampiric Tutor
- Wheel of Fortune
- Yawgmoth's Will
Additionally, these Legendary creatures cannot be used as Commanders:
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