This 3 v 3 commander variant isn't just an emperor clone, sure each team takes their turn all at once (just like emperor, two-headed giant, and horde), but those games end when the team does, this doesn't. What am I talking about? Keep on reading!
The Rules
All normal Commander rules.
Each team has all of their members take their turns together.
Each team has their own base. This base is where each team starts. A team member from an opposing base cannot get to an opposing team's base until certain conditions (to be mentioned later) are met. Running out from a cave between the two bases is (you guessed it) a Raging River! This gives the playing field a Top and Bottom. Team members may switch zones from BASE, TOP, or BOTTOM, at the beginning of their team's turn.
Each side starts with two very specialCommand Tower emblems for each team. These Towers have 100 life and must be cleared before reaching the main objective: the opposing team's base generator, which has 100-1000 life (still toying with this number, would greatly appreciate feedback). Once both of an opposing team's towers are cleared from a side (TOP or BOTTOM) teammates on that side may choose to move to the opposing team's base at a time when they can normally change their zone. Destroying just one tower from TOP and one tower from BOTTOM will not allow the a team access to the opposing team's base.
If a player switches to a new zone, they may not attack structures in that new zone on that same turn.
Each turn if a team member is in their BASE, that base's Generator emblem grants them two mana in any combination of any of their own commander's color which will stay in their mana pool until the end of the turn. On TOP or BOTTOM, each team member in either of these zones will get a mana for each of their team'sCommand Tower emblems that is any of their own commander's colors which will stay in their mana pool until the end of the turn.
There are two ways to deal damage to a Command Tower/Generator. The first way is that teammate in the same zone (TOP, BOTTOM, or enemy's BASE) as the Tower/Generator may attack it during combat. The second way is that any player that is taking damage may instead have the damage dealt to one of their structures in the same zone.
As structures are emblems, they cannot be targeted, only attacked.
As long as they are in the same zone, a teammate may help block other teammates and/or structures.
If a creature deals combat damage to a structure, that creature gets either doubles the number of -0/-1 counters on it, or places a -0/-1 counter on it, whichever will add more counters. This effect happens only once at the end of that combat phase (in order to not nerf double strike). If there is an additional combat phase that turn and the same creature deals combat damage, it will get more counters accordingly.
IF A PLAYER DIES/LOSES THE GAME: that player takes are cards from their deck and shuffles them back into their library. That teammate sits out for their team's next turn. On the team's following turn, the teammate joins the game anew (restarts with full life, drawing seven cards, reset commander tax, etc).
The game ends when the opposing team's Generator is destroyed.
I'd love to hear what everyone thinks. Your input will help improve this variant! Thank you for stopping by and thanks in advance for your feedback!
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Raging River
Commander
This 3 v 3 commander variant isn't just an emperor clone, sure each team takes their turn all at once (just like emperor, two-headed giant, and horde), but those games end when the team does, this doesn't. What am I talking about? Keep on reading!
The Rules
I'd love to hear what everyone thinks. Your input will help improve this variant! Thank you for stopping by and thanks in advance for your feedback!