Заглавная страница Избранные статьи Случайная статья Познавательные статьи Новые добавления Обратная связь FAQ Написать работу КАТЕГОРИИ: ТОП 10 на сайте Приготовление дезинфицирующих растворов различной концентрацииТехника нижней прямой подачи мяча. Франко-прусская война (причины и последствия) Организация работы процедурного кабинета Смысловое и механическое запоминание, их место и роль в усвоении знаний Коммуникативные барьеры и пути их преодоления Обработка изделий медицинского назначения многократного применения Образцы текста публицистического стиля Четыре типа изменения баланса Задачи с ответами для Всероссийской олимпиады по праву
Мы поможем в написании ваших работ! ЗНАЕТЕ ЛИ ВЫ?
Влияние общества на человека
Приготовление дезинфицирующих растворов различной концентрации Практические работы по географии для 6 класса Организация работы процедурного кабинета Изменения в неживой природе осенью Уборка процедурного кабинета Сольфеджио. Все правила по сольфеджио Балочные системы. Определение реакций опор и моментов защемления |
Game Variant: Commander. Game Variant: Commander DraftПоиск на нашем сайте Game Variant: Commander
Created and popularized by fans, Commander is a casual format in which each player’s deck is led by that player’s commander—traditionally a legendary creature, although a few planeswalker cards can also be a deck’s commander. Commander is usually played in casual, Free-for-All multiplayer games, although two-player games are also popular. Each player starts at 40 life. Each deck contains exactly 100 cards, including its commander. Commander is also a “singleton” format: other than basic lands, each card must have a different English name. See the “Game Variant: Commander Draft” section below for modified rules that apply while drafting Commander Legends. Go toMagic.Wizards.com/Commander for more information on the Commander variant. The legendary card chosen as your deck’s commander plays a prominent role in games, often appearing on the battlefield multiple times. · Your commander is normally a legendary creature, but a very small number of legendary planeswalker cards (including two in this set) have the ability “[This card] can be your commander.” A legendary noncreature card can’t be chosen as your deck’s commander unless it has that ability. · Your commander begins the game in a separate game area called the command zone. The other cards in your deck are shuffled and become your library. · While in the command zone, your commander’s abilities don’t affect the game unless those abilities specifically say they do. · You may cast your commander from the command zone. Each time you do, it costs {2} more to cast for each time you’ve previously cast it from the command zone during the game. This additional cost is informally known as the “commander tax.” · If you cast your commander from the command zone for an alternative cost or “without paying its mana cost,” the commander tax still applies. · If your commander would be put into your hand or library from anywhere, you may choose to put it into the command zone instead. · As a change from previous rules, if your commander would be put into your graveyard or exile, it goes there as normal. The next time state-based actions are performed, if your commander is still in that zone, you may choose to put it into the command zone. Your commander’s color identity determines the other cards that can be in your deck. A card’s color identity includes its color, as defined by its color indicator plus the colors of any colored mana symbols in its mana cost and rules text. · Color identity is established before the game begins and doesn’t change during the game, even if your commander becomes a different color or is in a hidden zone. · A land with a basic land type can’t be included in your deck if that basic land type’s intrinsic mana ability generates a color of mana outside of your color identity. · Color words in a card’s text don’t add to a card’s color identity. In addition to the normal rules regarding winning and losing the game, the Commander format has one other rule: a player who has been dealt 21 or more combat damage by the same commander over the course of the game loses the game. · Players should keep track of combat damage dealt to them by each commander over the course of the game. · This rule includes a player’s own commander, which can deal combat damage to its owner if it is controlled by another player or if its combat damage gets redirected to its owner. Unlike two-player games, multiplayer games can continue after a player loses and leaves the game. · When a player leaves the game, all permanents, spells, and other cards owned by that player also leave the game. · If that player controlled any abilities or copies of spells that were waiting to resolve, they cease to exist. · If that player controlled any permanents owned by another player, the effects that gave control of them to the player who left end. If this doesn’t give control of those permanents to a different player (most likely because they entered the battlefield under the control of the player who left), they’re exiled.
Commander Draft combines aspects of Booster Draft and Commander. Rather than build a deck beforehand, players draft and build a Commander Draft deck as part of the experience. Each player needs three Commander Legends booster packs to draft. All players should sit around the table in a random order. To begin, each player opens one booster pack. Each player chooses two cards from the pack and puts them face down in front of them, then passes the remaining cards to the player on their left. Each player takes two cards from the pack they were passed and places those cards face down in front of them, forming a single face down pile of drafted cards. Each player passes the remaining cards to their left, repeating this process until all cards from the first round of booster packs have been drafted. Then players open their second pack, repeating the above procedure, except this time passing cards to the right. For the third booster pack, players once again pass to the left. The sixty cards each player has drafted form their “draft pool.” Using those cards (and as many basic lands as desired), each player builds a deck of exactly 60 cards, including their commander. As with constructed Commander decks, the deck can include only cards allowed by the color identity of its commander. However, unlike constructed Commander decks, decks in Commander Draft can include more than one copy of any card, so don’t be afraid to draft multiples. The Prismatic Piper Although there are a large number of legendary creatures in Commander Legends, you might get to the end of the draft and realize you don’t have the right one to lead your deck. Never fear—The Prismatic Piper is here to help. The Prismatic Piper appears in place of a common in about one-sixth of Commander Legends packs. After the draft you can add up to two copies of The Prismatic Piper to your card pool to serve as your deck’s commanders. (See “Partner,” below.) This means you don’t have to draft The Prismatic Piper to play with it. If you need it as your commander, you can borrow unused copies from other players in the draft, your own collection, or anywhere else. The color you choose for The Prismatic Piper during deckbuilding will determine its color identity. For example, if you draft red and green cards but don’t have a red-green legendary creature, you can use one Prismatic Piper choosing red and another choosing green. If you drafted a green legendary creature with partner, you can use that creature and a Prismatic Piper choosing red. Once each player has their deck, they play a traditional Commander game. This draft format is optimized for eight players drafting and then splitting into two games of four players, but there’s no wrong way to play!
|
||
|
Последнее изменение этой страницы: 2024-07-06; просмотров: 29; Нарушение авторского права страницы; Мы поможем в написании вашей работы! infopedia.su Все материалы представленные на сайте исключительно с целью ознакомления читателями и не преследуют коммерческих целей или нарушение авторских прав. Обратная связь - 216.73.216.198 (0.01 с.) |