How to play EDH?
Built your Deck, whats Next you asked? Play it of course~!
So you had built your EDH deck. What’s next you ask? Well, you play with it of course. EDH plays just like our normal MTG games. You draw your hand, you laid down your lands, cast a couple of spells, attack with your creatures, deal 20 damage and go on to next game. But we are playing with 99+1 here. So crazy things could and always happens. So here we shall run you through with the few additional rules for EDH.
Before the Game Proceeds:-
Before you begin an EDH game, everyone shall announce who is their Commander and then place it in the Commander Zone. Players may then sideboard if the optional Rule for Sideboards is used. This is crucial as it affects cards like Wishes, Spawnsire of Ulamog, Research // Development, Ring of Ma’ruf, etc, as these cards can only retrieve cards from your sideboards. But instead of the regular 15 card sideboard, only a 10 card sideboard is allowed. Players are allowed to sideboard after their Commanders are announced. A 3-min time limit is given for each player to make a 1-1 sub for their sideboarding.
Each game begins with 40 life instead of the normal 20 life. So since virtually every card is playable in EDH, this is about the only time where you could cast and draw the shit out of Necropotence during your first turn. (I cast Necropotence and draw 30 cards just because I can…. Muahahahahah)
Each game begins with the drawing of a hand of seven cards. But when you got a shit hand and wanna mulligan, the modified “Partial Paris” method is used here. What happens for Partial Paris Mulligan is that players, in turn order, may exile any number of cards from their hand face down. Each player then draws one less than the number he or she had exiled. Players who had exiled at least 1 card may then do the process again, drawing one less card each time. Then when everyone is done, each player will shuffle all exiled cards back into their decks. The first mulligan each player is free though, so players could draw up to seven again.
A normal game of MTG consists of various game zones hand, library, battlefield, graveyard, exile zone, phased out zone (presuming you decided to add in this funky mechanic in your deck). An EDH game is no less different in this regard. But as mentioned earlier, there is the new added Commander or General Zone. This is where your General will begin the game in. To bring it onto the battlefield, you simply cast it as you would normally cast it. But there is a catch to this. There is an additional cost of two more extra colorless mana you need to pay for each time it was previously cast from the Commander Zone. Meaning for eg., the 1st time you cast Isamaru, Hound of Konda, who cost W to cast, you only need to pay W. But the 2nd time would cost you 2W, 3rd time would be 4W, 4th would be 6W, and so fore. Other than that, Generals are restricted to normal timing rules to cast creatures. That is unless the General has Flash (Teferi, Mage of Zhalfir) or some effects allowing you to cast it at another time (Teferi, Mage of Zhalfir, man…dun you hate it when one dude could make so much different? :P)
Being a Commander / General:-
As can be seen from above, being the +1 of an EDH deck is not just about being the chosen one of the deck. Besides beginning the game in the Commander Zone, here are a few rules which the Commanders have in addition to the Normal Legend rule and being a creature.
- Being a Commander is a property of the card. This meaning it cannot be changed or overwritten by spells or abilities, and it does not change with control of the card. So a Clone or Body Double copying a Commander is not a Commander; or a Commander which is Cytoshape or turned face down is still a Commander.
- Whenever a General deals combat damage to a player, that damage is accumulated into General Damage. Once a player had been dealt 21 General Damage by a particular General, he or she loses the game. This is an added state-based effect for Generals and will not change even if the General leaves the battlefield and returns. General Damage will accumulate throughout the game and cannot be reduce anyway. Players can still raise their life total with any effects as normal, but once you had received 21 General Damage, its straight to the Bus Stop for ya. Saying so, General Damage is still combat damage, and hence can be reduced or prevented as it is being dealt. So damage which is never dealt is never counted into the total taken. Also to be noted, each General Damage is counted separately, ie taking 10 points of General Damage from General A and 11 points from General B doesn’t means end game for you. So no need to pack up your deck and go to the Bus Stop yet. All 21 points of General Damage have to come from the same General in order to send someone to the bus stop. In additional, taking 21 points from your own General can kill you too (probably through a Control Magic or Ray of Command). So stealing someone else General is a strategy too.
- Commanders who would be put into a graveyard or exile from anywhere may be move to the Commander Zone. This is an added replacement effect which prevents the Commanders from entering the graveyard, meaning that when these cool dudes you all play enter the graveyards, you may choose to move them to the Commander Zone and enter-graveyard effects would never trigger if you so chose to move them there. Commanders which are moved to the library or hand though are as normal.
So now you had know the basic rules of play for EDH, let’s go out there and gather your fella’ card floppers and start sending people to the Bus Stop~!!! Muahahahahahahahx~~~
This is yours truly, Edward “Reaper King” Leong, signing off,