freddiemercurysliver
freddiemercurysliver
Siege Commander!
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freddiemercurysliver · 8 years ago
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Banlist
Banned in maindeck:
Ancestral Recall
Ancient Tomb
Balance
Black Lotus
Biorhythm
Burgeoning
Channel
Coalition Victory
Consecrated Sphinx
Dream Halls
Emrakul, the Aeons Torn
Eureka 
Fastbond 
Food Chain
Gaea’s Cradle
Gifts Ungiven
Grim Monolith
Hermit Druid
Hypergenesis
Inexorable Tide
Jace, Unraveler of Secrets
Karakas 
Knowledge Pool
Library of Alexandria
Limited Resources
Mana Crypt 
Mana Drain
Mana Vault
Mishra’s Workshop 
Mox Emerald
Mox Jet
Mox Pearl
Mox Ruby
Mox Sapphire
Natural Order
Narset Transcendent 
Necropotence
Necrotic Ooze
Oath of Druids
Panharmonicon
Panoptic Mirror
Paradox Engine
Prophet of Kruphix
Protean Hulk
Sensei’s Divining Top
Serra Ascendant
Shahrazad
Shaman of Forgotten Ways
Sol Ring
Strip Mine
Sway of the Stars
Sundering Titan
The Tabernacle at Pendrell Vale
Time Vault
Time Walk
Tinker
Tolarian Academy
Tooth and Nail
Upheaval
Viral Drake
Worldfire
Yawgmoth’s Bargain
(Ante cards are also banned.)
Banned as Commander:
Erayo, Soratami Ascendant
Rofellos, Llanowar Emissary
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freddiemercurysliver · 9 years ago
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Watchlists
“PROBATION”
These cards are legal to play, but have great potential to be banned.  All of these cards have been banned in other commander formats... 
Cards on Probation:
Back to Basics
Dig Through Time
Griselbrand
Humility
Painter's Servant
Primeval Titan
Recurring Nightmare
Sylvan Primordial
Trade Secrets
Treasure Cruise
Commanders on Probation:
Braids, Cabal Minion
Derevi, Empyrial Tactician
Edric, Spymaster of Trest
Griselbrand
Kokusho, the Evening Star
Marath, Will of the Wild
Oloro, Ageless Ascetic
Selenia, Dark Angel
Tasigur, the Golden Fang
Yisan, the Wanderer Bard
Zur the Enchanter
WATCHLIST:
Whenever a card creeps into focus due to its combo potential or another awesome yet troublesome or time-wasting reason... it shall appear on the watchlist.  These cards are legal to play, but have the potential to be banned.
Potential “Soon-to-be-Unbanned”:
Balance
Burgeoning
Food Chain
Gifts Ungiven
Hermit Druid
Inexorable Tide
Knowledge Pool
Mana Drain
Necropotence
Oath of Druids
Panharmonicon
Panoptic Mirror
Protean Hulk
Viral Drake
Yawgmoth’s Bargain
Commanders:
Captain Sisay
Arcum Dagsson
Iname, Death Aspect
Lin Sivvi, Defiant Hero
Maralen of the Mornsong
Momir Vig, Simic Visionary
Scion of the Ur-Dragon
Sidisi, Undead Vizier
Sliver Overlord
Zirilan of the Claw
Breya, Etherium Shaper
Infinite combat:
Aggravated Assault
Hellkite Charger
Infinite mana:
Ashnod's Altar
Basalt Monolith
Basal Sliver
Intruder Alarm
Krark-Clan Ironworks
Lion's Eye Diamond
Mana Echoes
Palinchron
Pili-Pala
Phyrexian Altar
Quillspike
Worldgorger Dragon
Infinite mill:
Altar of Dementia
Eater of the Dead
Mindcrank
“Ridiculously busted” combo cards:
Aluren 
Cloudstone Curio
Crypt Champion
Earthcraft
Hivemind
Melira, Sylvok Outcast
Midnight Guard
Mind Over Matter
Opalescence
Nim Deathmantle
Phyrexian Devourer
Retraction Helix
Sharuum the Hegemon
Spawnsire of Ulamog
Staff of Domination
Swans of Byrn Argoll
Tidespout Tyrant
Thornbite Staff
Umbral Mantle
Volcano Hellion
Waste Not
"You win/draw the game" cards:
Azor's Elocutors (lol)
Barren Glory
Battle of Wits (lol)
Biovisionary
Celestial Convergence
Chance Encounter
Darksteel Reactor
Divine Intervention
Epic Struggle
Enduring Renewal
Hedron Alignment (lol)
Helix Pinnacle
Hellkite Tyrant
Laboratory Maniac
Mayael's Aria
Maze's End
Mortal Combat
Near-Death Experience
Sands of Time
Teferi, Mage of Zhalfir
Test of Endurance
Felidar Sovereign
Infinite turns:
Beacon of Tomorrows
Time Sieve
1cc/Problematic tutors:
Crop Rotation
Demonic Consultation
Enlightened Tutor
Vampiric Tutor
Mystical Tutor
Imperial Seal
Entomb
Gamble
Green Sun's Zenith
Personal Tutor
Steelshaper's Gift
Summoner's Pact
Survival of the Fittest
Tainted Pact
Traverse the Ulvenwald
Worldly Tutor
Birthing Pod
Bad River
Flood Plain
Grasslands
Mountain Valley
Rocky Tar Pit
Bloodstained Mire
Flooded Strand
Polluted Delta
Windswept Heath
Wooded Foothills
Arid Mesa
Marsh Flats
Misty Rainforest
Scalding Tarn
Verdant Catacombs
Ash Barrens
Evolving Wilds
Terramorphic Expanse
Attune with Aether
Caravan Vigil
Cateran Summons
Flamekin Harbinger
Lay of the Land
Mask of the Mimic
Safewright Quest
Tithe
Treefolk Harbinger
Weathered Wayfarer
(any search/tutor cards in general)
"Stasis
 is bad?"
Dovescape
Stasis
"Eldrazi
 are(nihilator) bad?"
Artisan of Kozilek
Eldrazi Conscription
Hand of Emrakul
It That Betrays
Kozilek, Butcher of Truth
Pathrazer of Ulamog
Ulamog, the Infinite Gyre
Ulamog's Crusher
"Bounce/destroy/exile all lands/permanents"
Ajani Vengeant
Apocalypse
Armageddon
Bearer of the Heavens
Boom//Bust
Catastrophe
Decree of Annihilation
Desolation Angel
Devastation
Dimensional Breach
Gideon, Champion of Justice
Impending Disaster
Jokulhaups
Karn Liberated
Myojin of Infinite Rage
Obliterate
Ravages of War
Razia's Purification
Realm Razer
Soulscour
Sunder
Thieves' Auction
Warp World
Worldpurge
Worldslayer
Other Potential Problem Cards:
(Buyback cards)
(certain "untap artifact" cards)
(Persist cards)
("STAX" cards)
(Storm cards)
Altar of the Brood
Birthing Pod
Black Carriage
Cabal Coffers
Charmbreaker Devils
Consecrated Sphinx
Conspiracy
Crucible of Worlds
Deadeye Navigator
Djinn Illuminatus
Elemental Mastery
Enchanted Evening
Exploration
Exquisite Blood
Freed from Real
Ghave, Guru of Spores
Grindstone
Heartless Hidetsugu
Heartstone
Helm of Obedience
Illusionist's Bracers
Karmic Guide
Kiki-Jiki, Mirror Breaker
Land Tax
Mikaeus, the Unhallowed
Mind’s Desire
Mycosynth Lattice
Nivix Guildmage
Nykthos, Shrine of Nyx
Omniscience
Pact of the Titan
Pemmin's Aura
Perilous Forays
Reiterate
Repay in Kind
Reveillark
Riku of Two Reflections
Rings of Brightearth
Rite of Replication
Rooftop Storm
Sanguine Bond
Serra's Sanctum
Shaman of Forgotten Ways
Spike Feeder
Spine of Ish Sah
Splinter Twin
Sun Forger
Sun Titan
Survival of the Fittest
Sword of the Meek
Tamiyo, Field Researcher
Thawing Glaciers
Training Grounds
Triskelion
Void Winnower (lol)
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freddiemercurysliver · 9 years ago
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Social Contract
The Spirit of the Game
1) HAVE FUN.  Remember, this is a CASUAL format.   A good Siege Commander game is really awesome: it is a game in which all the players enjoy themselves.  Attitude will have a strong effect on fun. Those who worry too much about winning, or about playing the "right" way, or about being a "good" player, will interfere with their own enjoyment of the gaming experience. Taking the game too seriously is a heavy mistake.   
2) Foster awesome gameplay and interactions at the table (think of “big, splashy spells and giant creatures").
3) Strong play and wise decisions are always preferable.  There are stronger players and weaker ones.  Players will make wise and foolish decisions.  Regardless of playing style, the competition is always keener, more exciting, and more fun, if it is strong.
4) Don't complain about losing or variance.  It happens!  Accept that you are at the mercy of the wheels of fate.   There are some people who need to win to be amused, and Siege Commander is not a game for such persons.  With three players, any one of them has a chance of winning about 33% of the time.  “Not good odds for a victorioholic!”  This only escalates as more people enter the game.
5) Don't play or construct your decks to:
initiate a sequence of game choices that could be repeated infinitely in a loop;
destroy/exile/bounce both all basic and non-basic lands at the same time;
win by completing a card's "subgame" (i.e. "if [condition is met]
 you win");
make it where people cannot ever cast spells;
generate a powerful mana advantage within the first 1-2 turns;
do anything else not listed here that is inherently broken.
6) Players are responsible for:
Behaving in a respectful manner toward Siege Commander participants and spectators,
Refraining from unsporting conduct at all times,
Announcing all spells and triggers,
Not stacking cards or putting them in places where your opponents can’t read the names of all of them or count them,
Playing at a reasonable pace, and
Being familiar with all rules of play.
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freddiemercurysliver · 9 years ago
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Rules
Official Rules
903Ω. Siege Commander
903Ω.1. In the Siege Commander variant, each deck is led by a legendary creature designated as that deck‘s commander.  The Siege Commander variant was created and popularized by fans; an independent rules committee maintains additional resources at http://freddiemercurysliver.tumblr.com, inspired by http://mtgcommander.net, http://duelcommander.com, and https://www.facebook.com/LeviathanCommander/.  The Siege Commander variant uses all the normal rules for a Magic game, with the following additions.
903Ω.2. A Siege Commander game may be a two-player game or a multiplayer game.  The default multiplayer setup is the Free-for-All variant with the attack multiple players option and without the limited range of influence option.  See rule 806, ―Free-for-All Variant.
903Ω.3. Each deck has a legendary creature card designated as its commander; a nonbasic land card named "Command Tower" designated as its tower; and two basic land cards designated as its demesne (pronounced "dih-meyn").  These designations are not characteristics of the object represented by the card; rather, they are attributes of the card itself.  The card retains these designations even when they change zones.
Example: A commander that's been turned face down (due to Ixidron's effect, for example) is still a commander.  A commander that's copying another card (due to Cytoshape's effect, for example) is still a commander.  A permanent that's copying a commander (such as a Body Double, for example, copying a commander in a player's graveyard) is not a commander.
903Ω.4. The Siege Commander variant uses color identity to determine what cards can be in a deck with a certain commander.  The color identity of a card is determined by the color or colors of any mana symbols in that card‘s mana cost or rules text, plus any colors defined by its characteristic-defining abilities (see rule 604.3) or color indicator (see rule 204).
Example: Bosh, Iron Golem is a legendary artifact creature with mana cost {8} and the ability “{3}{R}, Sacrifice an artifact: Bosh, Iron Golem deals damage equal to the sacrificed artifact's converted mana cost to target creature or player.”  Bosh's color identity is red. ##  903Ω.4a. Color identity is established before the game begins. ##  903Ω.4b. Reminder text is ignored when determining a card‘s color identity.  See rule 207.2. ##  903Ω.4c. The back face of a double-faced card (see rule 711) is included when determining a card's color identity. ####  Example: Civilized Scholar is the front face of a double-faced card with mana cost {2}{U}. Homicidal Brute is the back face of that double-faced card and has a red color indicator. The card's color identity is blue and red. 903Ω.5. Each Siege Commander deck is subject to the following deck construction rules. ##  903Ω.5a. Each deck must contain exactly 104 cards, including its commander, tower, and two demense lands.
##  903Ω.5b. Other than basic lands, each card in a Siege Commander deck must have a different English name. ##  903Ω.5c. A card can be included in a Siege Commander deck only if a color in its color identity is also found in the color identity of the deck's commander. ####  Example: Wort, the Raidmother is a legendary creature with mana cost {4}{R/G}{R/G}.  Wort's color identity is red and green.  Each card in a Wort Siege Commander deck must be only red, only green, both red and green, a hybrid of red or green, or have no color.  Each mana symbol in the mana cost or rules text of a card in this deck must be only red, only green, both red and green, a hybrid of red or green, or have no color. ##  903Ω.5d. A card with a basic land type may be included in a Siege Commander deck only if each color of mana it could produce is included in the commander‘s color identity, and if it can be cast using mana of the color identity of its commander. ####  Example: Wort, the Raidmother's color identity is red and green.  A Wort Siege Commander deck may include land cards with the basic land types Mountain and/or Forest.  It can't include any land cards with the basic land types Plains, Island, or Swamp. 903Ω.6. At the start of the game, each player puts his or her commander, tower, and demanse cards from his or her deck face up into the command zone.  Then each player shuffles the remaining 100 cards of his or her deck so that the cards are in a random order.  Those cards become the player's library. 903Ω.7. Once the starting player has been determined, each player sets his or her life total to 30 and draws a hand of seven cards. 903Ω.8. The Siege Commander variant uses an alternate mulligan rule.  
##  903Ω.8a. The first time a player takes a takes a mulligan, rather than shuffling his or her entire hand of cards into his or her library, that player exiles any number of cards from his or her hand.  Then the player draws a number of cards equal to the number of cards he or she exiled this way.  
##  903Ω.8b. The next time and each additional time a player takes a mulligan, rather than shuffling his or her entire hand of cards into his or her library, that player exiles any number of cards from his or her hand.  Then the player draws a number of cards equal to one less than the number of cards he or she exiled this way.  Once a player keeps an opening hand, that player shuffles all cards he or she exiled this way into his or her library. 903Ω.9. If mana would be added to a player‘s mana pool of a color that isn‘t in the color identity of that player‘s commander, that amount of colorless mana is added to that player‘s mana pool instead.
903Ω.10. Commander, tower, and demesne cards are nontraditional Magic cards.
## 903Ω.10a. A player may cast a commander he or she owns from the command zone.  Doing so costs that player an additional {2} for each previous time he or she cast that commander from the command zone that game. ## 903Ω.10b. A player who has priority may play a land card from his or her hand or command zone during a main phase of his or her turn when the stack is empty. Playing a land is a special action; it doesn’t use the stack (see rule 115). Rather, the player simply puts the land onto the battlefield. Since the land doesn’t go on the stack, it is never a spell, and players can’t respond to it with instants or activated abilities. ## 903Ω.10c. A player can only play one land from the command zone during each of his or her turns; continuous effects may not increase this number.
## 903Ω.10d. If a demense land would be shuffled into its owner’s library from anywhere, its owner must exile it instead. This replacement effect may apply more than once to the same event. This is an exception to rule 614.5.
903Ω.11. If a commander would be put into its owner‘s graveyard from anywhere, that player may put it into the command zone instead. 903Ω.12. If a commander would be put into the exile zone from anywhere, its owner may put it into the command zone instead.
903Ω.13. If a card is put into the exile zone face down from anywhere, and a player is allowed to look at that card in exile, the player must immediately do so.  If it‘s a commander owned by another player, the player that looked at it turns it face up and puts it into the command zone. 903Ω.14. The Siege Commander variant includes the following specification for winning and losing the game.  All other rules for ending the game also apply.  (See rule 104.) ## 903Ω.14a. A player that‘s been dealt twenty-one or more combat damage by the same commander over the course of the game loses the game.  (This is a state-based action. See rule 704.) ## 903Ω.14b. If a player has fifteen or more poison counters, he or she loses the game the next time a player would receive priority.  (This is a state-based action. See rule 704.)
903Ω.15. The Siege Commander variant does not allow “infinite” loops for combos.
## 903Ω.15a. If a player begins a sequence of game choices that could be repeated definitely or indefinitely in an infinite loop, that player immediately exiles all facilitating objects (spells, abilities, and permanents, etc.) of that loop instead.  Any unused mana left in that player's mana pool empties.  This action doesn't use the stack.
## 903Ω.15b. Infinite loops involve the following categories: (1) gaining additional turns; (2) dealing damage; (3) losing life; (4) gaining life; (5) generating mana; (6) creating creatures; (7) increasing or decreasing the power or toughness of a creature; (8) milling a library; (9) drawing cards; and (10) other miscellaneous shenanigans.
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