Availability:
Estimated Arrival: Between Mar 09 and Mar 11. *ETA to USA Only
Join us for a casual night of Commander!
Price: $8 (includes one random play or set booster pack and any promo support Wizards of the Coast provides)
Please arrive on time! If you arrive after our start time, we may relinquish your RSVP to walk-ins.
We can offer store credit refunds in most cases. As long as the system is not abused, and you are requesting a cancellation refund in good faith. It will be your responsibility to reach out to us.
Check-in and Pod Pairings
When arriving for Commander Night please be sure to check in with our staff at the register. At this time, you will need to pay the event fee (of $8). We will also ask if you have any pod preferences for the evening-- playing with a friend, power levels, player counts etc..
Please keep in mind because this is a public event, we can do our best to accommodate any pod preferences but cannot guarantee everyone's pod preference.
At 6:30 our staff will help with podding players into groups. We will also ask any current games if they would like to be included in this or continue with their current game.
PLAY RULES/MODIFIERS
NOTE ON POWER LEVEL
When attending a Commander event at BGE's where we are a fairly casual store, it's important to recognize that players will bring decks of varying power levels. To ensure everyone has a fun and balanced experience, we recommend bringing a couple of different power level decks. This way, you can adjust to the overall strength of your pod. Before the game starts, engage in a "Rule 0" conversation with your fellow players. This discussion allows everyone to set expectations, agree on power levels, and ensure the game is enjoyable for all. By being considerate and communicative, you contribute to a welcoming environment where everyone can have a great time. We are always happy to do our best to accommodate pod preferences as well!
COMMANDER
This format is for four players per game and deck sizes are 99 cards + 1 commander card. The game duration for this format should be about 20 minutes per player.
The Commander format is all about picking your hero and building a deck around them. In this casual, multiplayer format, you choose a legendary creature to serve as your commander and build the rest of your deck around their color identity and unique abilities. Players are only allowed one of each card in their deck, with the exception of basic lands, but they can use cards from throughout Magic's history.
COLOR IDENTITY
A card's color identity can come from any part of that card, including its casting cost and any mana symbols in its text. Every card in your Commander deck must only use mana symbols that also appear on your commander. Colorless cards are allowed as well.
COMMAND ZONE
This is where your commander resides during the game when they are not in play. At the start of the game, each player puts their commander face up into the command zone. A commander can be cast from the command zone for its normal costs, plus an additional two mana for each previous time it's been cast from the command zone this game. If your commander would be put into your library, hand, graveyard or exile from anywhere, you may return it to your command zone instead.
COMMANDER DAMAGE
A player that's been dealt 21 or more combat damage by the same commander over the course of the game loses the game. The commander is tracked across zone changes for this purpose (for example, if one player takes control of another player's commander, any damage that commander already dealt is still counted).
PLAY FREE-FOR-ALL MULTIPLAYER
If you're playing a game of Commander with three or more people, you play against each other in a free-for-all multiplayer format.
Each player starts with 40 life, places their commander face-up in their command zone, and draws a hand of seven cards. Players are seated randomly in a circle and turns progress one player at a time in clockwise order around the table.
During gameplay, a player may choose to attack any other player, regardless of their position on the table, and can also choose to attack multiple different players during their attack phase. Permanents, spells, and abilities can also target any player around the table (as long as they don't explicitly say they must be used on "you").
No matter the outcome, Commander gives players the tools to express themselves through strategy, skill, and a whole lot of deck building fun.