General on the Field (commander variant MTG)
A form of Incarna influenced strategical Commander play for MTG – “General on the Field”… The commander acts as more than just an active battlefield commander. They are a general, having an influence on events while in the Command Zone. Here, they are orchestrating their passive strategies (if they have any), even when not directly on the Battlefield. Existing Commander/EDH type decks can be used in this format without any change… though the inclusion of passive effects may expand the choice of Commanders/Generals. This speeds up commander play and allows for some new options.
- No pre-constructed/purchased decks – make an effort.
- Format: EDH/Commander Format: 1 of each named card, 100 cards in the deck (except what is game-legal exceptions). Companions are allowed but commanders and decks must follow their stipulation.
Brawl: Brawl is just Commander with 60 cards. Either 60 or the full 100 card count is allowed.
- All objects in the command zone (‘generals’, conspiracies, etc.) except emblems can be targeted as though they were a permanent by ‘destroy’ or ‘exile’ effects as appropriate to the target.
- Commanders exiled or killed go into exile until the Commander Tax (2 per casting) is paid to restore it to the Command Zone.
- Commanders in the Command Zone are cast for their shown mana cost. They can only be cast from the Command Zone.
- All purely passive abilities trigger while in the Command Zone – only those without an activation (tap, mana, etc.) cost or loyalty abilities. Passive abilities cannot impact opponents or their creatures directly (i.e. “All opponents creatures get -1/-1”)
- Counters gained by passive abilities cannot be accumulated in the Command Zone.
- All Command Zone specific commander abilities trigger in addition, as normal (there are only a few that do this).
- A Legendary Enchantments can be a partner (like Backgrounds specific to [a legendary] commander); partner with allows both to start in the command zone.