Commander Format – ‘General on the Field’ (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.

  1. No pre-constructed/purchased decks – make an effort.
  2. 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.

  3. 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.
  4. Commanders exiled or killed go into exile until the Commander Tax (2 per casting) is paid to restore it to the Command Zone.
  5. Commanders in the Command Zone are cast for their shown mana cost. They can only be cast from the Command Zone.
  6. All purely passive abilities trigger while in the Command Zone – only those without an activation (tap, mana, etc.) cost or loyalty abilities.
  7. Counters gained by passive abilities cannot be accumulated in the Command Zone.
  8. All Command Zone specific commander abilities trigger in addition, as normal (there are only a few that do this).
  9. A Legendary Enchantments can be a partner (like Backgrounds specific to [a legendary] commander); partner with allows both to start in the command zone.