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EDH Rules

EDH is a multiplayer format designed to promote social interaction using legendary creatures as generals. The format has specific rules around deck construction including using the general's colors, containing exactly 100 cards without duplicates, and starting at 40 life. Generals can be recast from the command zone for increasing costs and moved to the command zone from other zones.

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0% found this document useful (0 votes)
81 views5 pages

EDH Rules

EDH is a multiplayer format designed to promote social interaction using legendary creatures as generals. The format has specific rules around deck construction including using the general's colors, containing exactly 100 cards without duplicates, and starting at 40 life. Generals can be recast from the command zone for increasing costs and moved to the command zone from other zones.

Uploaded by

Peter Collins
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as TXT, PDF, TXT or read online on Scribd
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1. EDH is designed to promote social interaction.

It is founded (and dependant) on a social contract, otherwise known as a g


entleman's agreement. Unsporting conduct (whether extreme or simply "being a jer
k") should not be tolerated by players. Refusing to play with antisocial persons
is the fastest way to better EDH community.
However, because players have varied opinions of what constitutes fair and
/or fun play, a recommended banned list is maintained to help guide players towa
rds a good social experience. House rules or "fair play" exceptions are always e
ncouraged if they result in more fun for the local community.
If you want to enjoy the type of games you've heard associated with EDH, a
void cards like these:
* Ancestral Recall
* Balance
* Biorhythm
* Black Lotus
* Coalition Victory
* Fastbond
* Gifts Ungiven
* Grindstone (Unbanned as of 2009-12-01)
* Kokusho, the Evening Star
* Karakas
* Library of Alexandria
* Limited Resources
* Lion's Eye Diamond
* Metalworker
* Mox Sapphire, Ruby, Pearl, Emerald and Jet
* Panoptic Mirror
* Protean Hulk
* Recurring Nightmare
* Riftsweeper (Unbanned as of 2009-09-10)
* Sway of the Stars
* Time Vault
* Time Walk
* Tinker
* Upheaval
* Worldgorger Dragon
* Yawgmoth's Bargain
* Painter's Servant
Additionally the following legends should not be used as a General:
* Braids, Cabal Minion (Effective 2009-06-20)
Deck Construction Rules
2. Players must choose a legendary creature as the "General" for their deck.
Details
Players may choose any legendary creature as their general, although some
choices may be met with disapproval by other players. Two players in the same ga
me may choose the same General, and other players may include that card in their
Deck even if it's not their General. Generals are subject to the Legend rule ju
st like any other legendary creature; multiple copies of the same creature (whet
her General and non-General) will all be put into the graveyard (or command zone
) as a state based effect.
The General is the principle around which an EDH deck is built. It is more
easily available than other cards in the deck, and EDH decks will ususally want
to leverage their General's strengths in their plans. It is not, however, guare
nteed to be available at every point in the game so EDH decks should be able to
function without it for a time.
As of 2009-09-10, this rule has changed. This rule supercedes the older (o
pen play or league) rules for Generals in EDH games. Note that it is not identic
al to the Open play Rule.
3.
The General's mana cost defines what colour of mana symbols may appear on
cards in the deck. Details
* Coloured mana symbols which may appear in an EDH deck are restricted
to the colours appearing in the General's mana cost.
* Lands whose type includes swamp, island, plains, forest and/or mount
ain (e.g.: basic lands, shocklands, dual lands, Shadowmoor special-basics, etc)
DO contain the corresponding mana symbol(s) as per CR 305.6. As such, they may n
ot appear in a deck unless the General is of the corresponding colour(s).
* While Hybrid mana symbols may be played with either colour mana, the
y count as both colours. As such, they may only be played with a general which i
s ALL of the hybrid mana symbols' colours.
* Basic land words (swamp, forest, etc) in the text box of a card do N
OT represent a coloured mana symbol. They are not restricted to generals of the
same colour.
An Example of what cards are/aren't allowed in a three colour deck.
A deck with Phelddagrif (Casting cost 1UWG) as the General may not contain
any red or black mana symbols.
* These cards would all be illegal in a Phelddagrif deck:
o Goblin Piker (Its mana cost contains a red mana symbol)
o Elves of Deep Shadow (Its ability contains a black mana symbol
)
o Talisman of Dominance (All sorts of verbotten mana symbols)
o Life//Death (Three shall be the number of the colours)
o Degavolver (... right out)
* Our Phelddagrif couldn't use any of these lands:
o Underground River (Obvious, see above)
o Godless Shrine
o Dual Lands
o Leechridden Swamp, etc)
* Phelddagrif may not call upon Boros Guildmage for help
* Phelddagrif IS allowed to use:
o Esper Panorama
o Shard Convergence
4. A deck may not generate mana outside its colours. If an effect would gener
ate mana of an illegal colour, it generates colourless mana instead.
5.
An EDH deck must contain exactly 100 cards, including the General.
6. With the exception of basic lands, no two cards in the deck may have the s
ame english name.
7. EDH is played with vintage legal cards, with two exceptions:
* cards are legal as of their set's prerelease
* Shahrazad is legal for play in EDH
Play rules
8. The start of game procedure for EDH is as follows:
1. Players announce their choice of General and move that card to the c
ommand zone.
2. Players may then sideboard if the optional rules for sideboards are
being used.
3. Each player draws a hand of seven cards.
4. Players may mulligan, using the modified "Partial Paris" method.
Partial Paris Mulligan rule
Because EDH games are long and usually not played in multigame match
es, EDH uses a modified mulligan rule designed to aleviate mana-light hands with
out significantly increasing the odds of finding individual cards. This is also
known as the "Brittany" mulligan rule.
1. In turn order, players may exile (face down) some or all of th
e cards in their hand.
2. Each player then draws one less card from their deck than the
number they exiled.
3. Players who exiled at least one card may return to step 1 and
repeat the process, drawing one less card each time.
4. Players shuffle all exiled cards into their deck.
It is worth noting that even with this form of mulligan, decks playi
ng an insufficient number of mana sources will routinely draw poor hands or insu
fficient mana as the game progresses.
9.
Being a General is not a characteristic[MTG CR109.3], it is a property of
the card. As such, "Generalness" cannot be copied or overwritten by continuous e
ffects, and does not change with control of the card. Examples
Examples: A Body Double copying a General in a graveyard is not a General.
A General which is affected by Cytoshape, or is face down, is still a General.
10.
If a player has been dealt 21 points of combat damage by a particular Gene
ral during the game, that player loses a game. Details
* This is an additional state based effect.
* General Damage is cummulative throughout the game; nothing can reduc
e the amount of damage a General has previously done to a player.
* Because it is a property of the card and not a characteristic of the
game object, a card is still the same General even if it leaves the field and r
eturns.
* While effects can raise a player's life total, it doesn't reduce the
amount of damage previously taken from a General. (eg: Beacon of Immortality)
* Conversely, combat damage can be reduced, prevented, or replaced as
it is taken, in which case it was never dealt and doesn't count towards the tota
l taken from that General. (eg: Fog or Captain's Maneuver)
* General Damage is specific to each General/Player pairing, not combi
ned across all Generals.
* A player can lose if he or she is dealt 21 points of combat damage b
y his or her own General (ie: under someone else's control).
11.
While a General is in the command zone, it may be cast. As an additional c
ost to cast a General from the command zone, its owner must pay {2} for each tim
e it was previously cast from the command zone. (ie: it costs 6WW to cast for th
e third time.) Details
* A General is still subject to the normal timing restrictions for cas
ting creatures (unless it has Flash or some other affect allows it to be played
at another time, such as Vedalken Orrery)
12.
If a General would be put into a graveyard or exile from anywhere, its own
er may choose to move it to the command zone instead. Details
* This is a replacement effect; the creature never goes to the graveya
rd and will not trigger such abilities.
* Generals will move to the library or hand as normal; only transition
s to Exile or the Graveyard may be replaced.
13.
Players begin the game with 40 life.
14.
Generals are subject to the Legend rule; they will be put into the graveya
rd or command zone at the same time as any other Legendary creatures with the sa
me name.
15.
New: Abilities which refer to other cards owned outside the game (Wishes,
Spawnsire, Research, Ring of Ma'ruf) do not function in EDH unless the optional
sideboard rule is in use. If sideboards are used, wishes and similar cards may r
etrieve sideboard cards.
EDH is designed first and foremost for social players. It cannot be all things t
o all people.
Nevertheless, many people like to play EDH for prizes or other non-social incent
ives. Those incentives can help build communities and playgroups, but they can a
lso undermine the social contract which keeps EDH balanced.
When running a competitive EDH event, the recommended list of cards to avoid (un
der the primary, "social" rules) is one place to start. It is not however, nor i
s it intended to be, comprehensive. It still allows for a very high level of pow
er, in part because there are many, many two card instant wins in the history of
Magic. Additional structure is required to keep degeneracy 1 in check. To that
end, a selection of optional rules are provided here for prospective TOs or play
ers who find their playgroup can't find a balance.
Degenerate: adj Having fallen below a normal or desireable state, especially fun
ctionally, morally, or socially. Having atrophied or declined to a state of same
ness.
Since one of the primary features of EDH is the variety of games, and the variab
le nature of the problem each game presents, degenerate plays are those which ta
ke away from the variety and unpredictable nature of EDH games
Optional rules for EDH
1. EDH Sideboards
Rather than filling every deck with banal responses, it is preferable to a
llow some flexibility in the composition of a deck.
* Players may bring a 10 card sideboard in addition to their 99 cards
and 1 General.
* After generals are announced, players have 3 minutes to make 1-for-1
substitutions to their deck.
* Any cards not played as part of the deck may be retrieved by "wishes
".
Reasoning:
Highly tuned threats piloted by skilled opponents mandate efficient answer
s. The minimum number of response cards required to ensure they are available in
the early turns can easily overwhelm the majority of an EDH deck's building spa
ce.
Sideboards allow players to respond to the "best" strategies in a timely f
ashion . They should be strongly considered as a necessary defense against broke
nness and degeneracy in an EDH environment where no gentlemans agreement on styl
e of play exists.
2. Victory Points
Instead of a "last man standing" win condition, organizers are encouraged
to use additional or alternate ways to win. Prizes can be awarded for things lik
e:
* most combat damage dealt in a single turn
* biggest mana pool
* General Damage kills
* Most mana paid for a General
* etc
By encouraging players to play for disparate, interesting goals everyone h
as a more rewarding, social experience.
An extensive example can be found here
3. Democratic Victory
An organizer who desires a tournament which better approximates normal EDH
games should reward players for some balance of winning and social play. One wa
y to achieve this is
1. When the game is over, each player votes for an opponent whose play
they enjoyed most.
2. Award two points for being the last player alive, and one point for
each vote
3. Prizes can be given out by points awarded.
In addition, some commonly used but more fun-oriented optional rules are present
ed here for players to consider.
4. The League Rule
An EDH "League" consists of a regular group of players who frequently play
together using the same decks. No two players in a league game may have the sam
e General. Within a given league, Generals are allocated first-come, first-serve
and are preserved between meetings/games. No player may have, in his or her dec
k, the General of any other player in the game; it should be replaced with some
other card before the game begins.
The Roll Call forum provides a tool for organizing and publicizing EDH lea
gues and reserved Generals.

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