As with Supreme Draft, you'll take two cards at a time. Since packs have 20 cards, it's possible that some cards will table and be passed to you a second time, but only in the first two opened packs you see each round of pack-opening.
While you're drafting, you'll be able to sort out your main deck and sideboard, though you won't be able to designate your deck's commander just yet.
After the draft completes, you'll be put into the Limited Deck-building Scene, slightly modified for Commander Legends. Drag your choice of commander or two partners into the commander section—it's where the sideboard is located when you're building Constructed decks, just to the right of the main deck. If you want to add the Prismatic Piper to your deck, you just need to click "Add Prismatic Piper," a button just above the commander section. Note that on Magic Online , you aren't limited to adding Prismatic Pipers to be your commander s.
You could, if the mood strikes you, go Snidd-finite , packing your deck full of basic lands and Pipers. Beyond that? Your deck needs to be exactly 60 cards, including your commander s. You need to follow the color identity rules from Constructed Commander play, though you can include duplicates. And just in case you need a refresher on these deck-construction rules while building yours, they'll be written in the commander section whenever there's no card in it.
Once you've built your deck, you'll see a big "Play" button in the League Details screen. When you click it, you'll be put into the queue to play a match. This queue will pod you and three other players up into a four-player game, which you'll play just like any other multiplayer Commander game save that each player's clock is 45 minutes instead of When you're done with your League, you'll earn prizes based on how many votes you accrued. That will look like this dialog box. But that's really a topic that deserves its own section for us to go into the philosophy of how we're approaching multiplayer events.
With the release of Commander Legends , we had to update a large portion of the Magic Online Leagues structure to support multiplayer four-player matches. Knowing how much effort this would be, we wanted to make sure we were building long-term systems that could apply to more than just Commander Legends , particularly around rewards. Keeping this in mind, we settled on a simple design goal: focus on the fun.
First, all multiplayer events will be Leagues. The play-at-your-own-pace structure of these is a good fit for multiplayer matches that will tend to be longer than other events. Plus waiting for all the other matches in a tournament to finish before progressing to your next match is not fun.
A League solves this problem, since the longest you'll need to wait is for three other players to join you in the League queue after your deck is ready. Next, on the surface, Commander Legends is like other Draft formats, where players pick cards from a limited selection of packs, trying to piece together a cohesive deck out of packs of cards that shift and change as players respond to what gets passed to them.
Players must still evaluate cards and make decisions on the fly, evolving their plans as they slowly bring that final deck into focus or at least amassing a random pile of cards to build a deck from later.
For Commander Legends , the abundance of legendary creatures and awesome cards make focusing on the fun easy during the draft, with no shortage of build-around cards and flashy effects. During deck building, a normal Draft deck's focus is winning matches. Decks in Commander, however, often treat winning as a secondary consideration, where the primary goal is doing cool things with powerful cards. Commander Legends leans into the Commander paradigm and provides many opportunities to focus on the fun of doing the awesome things.
How many opponents can you beat down with Rograkh, Son of Rohgahh? Can you build a deck to maximize Yurlok of Scorch Thrash 's ability? Can you keep Gor Muldrak, Amphinologist safe while your opponents have armies of Salamander Warriors? When the sole focus is winning, these questions may never get asked, let alone answered, when you're building your deck, so we decided to limit how much winning a match matters in multiplayer events.
In a normal event, how much you win directly impacts how many prizes you get. In a multiplayer event, however, prizes are primarily based on getting your opponents to select you as their favorite foe.
This means that the best way to earn prizes isn't just by winning but by winning players over to your side. How you do that is up to you. Will you try to impress others with powerful plays, or will cunning strategy convince them to vote for you? Vintage I Thee Wed. Nov 11 by Joe Dyer. Nov 11 by TheAsianAvenger. Articles Sidebar. Article Search Article Search. Innistrad: Crimson Vow Commander Decklists. Against the Odds Building janky brews based on your votes.
Synergistic decks will always have an advantage over decks that just pick a random commander and try to just play the best overall cards. There are many potential commanders that share color identities. Selecting a commander that also fits in with the primary strategy of a deck is very important. Since commanders can be recast multiple times in a game, it is crucial that they are relevant to the main strategy as they can become a source of card advantage. While it is possible to pair most commanders with most strategies, picking a known good pairing is the ideal place to begin.
Since this format has so many viable strategies, it is best to start off by deciding what type of strategy is most appealing.
Starting with selecting one of the main 6 strategies and then going deeper into the nuances of particular commanders is ideal. Once a strategy and commander have been chosen, the next step is to figure out the best cards for the basic deck slots.
Scouring deck lists or asking for help will save a lot of time for this part since there are strange printings and synergies that even the most knowledgeable MtG player can overlook in a format as vast as Commander. Once your first deck is built, it is time to start playing some games on Magic Online. As games are played, keep track of impressive cards and under performing cards.
Try to find functional reprints of impressive cards and replace the under performing ones. Finally, when a deck feels ready feel free to join the Friendly 1v1 Commander League on Magic Online and start trying some real competition.
Every weekend there is also the 1v1 Commander Challenge which is the premier event for the format. Expect only the best competition at those events. Official Commander website including rules and other helpful information. All rights reserved. Magic: the Gathering and its respective properties are copyright of Wizards of the Coast. Cardhoarder is not affiliated with, endorsed, or sponsored by Wizards of the Coast.
What is Commander? Basic Commander Rules Commander the format is card singleton with decks featuring a "commander". Choosing a Commander The choice of commander is very important since cards in a deck must match the commander's color identity. Alternate Win Condition Finally, Commander has an alternate win condition not seen in other formats; if a player takes 21 points of combat damage from a single commander, they lose the game.
What Types of Decks Are There?
0コメント