Weekly Commander Tournaments – Thursdays, 7 pm – 10 pm and Sundays, 1 pm – 3 pm.
$5 Dollar entry. We will play with the casual house rules.
These are the house rules for any Commander tournament that we run:
Commander pods and events observe the basic Commander rule set used by Wizards of the Coast.
What we mean by round: A round refers to a full revolution of player turns.
Laboratory Maniac – It’s an alternate wincon that is way too easy to setup. Potential to win on turn two or three pretty consistently.
Jace, Wielder of Mysteries – Basically just a harder to deal with Lab Man.
Dramatic Reversal – One half of the Dramatic Scepter combo. Banning this allows people to still have fun with Isochron Scepter, but not to the point where they just win on turn two every game.
Omniscience – Very powerful enchantment that is way too easy to setup.
Food Chain – Build around card that is very hard to interact with. Most decks playing this run all of the playable interaction which makes it hard to stop them.
Consecrated Sphinx – Not really a big deal by itself, but if ever there were two of these the game just ends. Kind of ridiculous.
Dream Halls – Enchantment that lets you cast cards without spending mana to do so. In the right deck this is incredibly backbreaking.
Paradox Engine – This card is nuts. It’s basically a Dramatic Reversal but every time you cast something.
Protean Hulk – One stop shop for any and all creature combos.
A player may gain no more than 2 additional turns in one round.
A player may gain no more than 2 additional combats in one round.
No activation/trigger may be repeated/used more than fifteen times in one round. This does not apply to standard actions such as tapping more than fifteen lands”
Any questions please ask Christine or Dan.
Packs will be determined by number of players. Same thing with the pods!