Philosophy of Peasant Elder Dragon Highlander
1. Peasant Commander was designed after Elder Dragon Highlander but meant to focus more on the social aspect as that seems to have been lost in the many years that the format has been around. Many Commander play groups entered an arms race period which decks keep getting improved to one-up another and then people end up with Competitive Commander decks( also known as cEDH). This trend has led the commander social aspect to disappear a bit and this was our groups attempt to bring that back.
The additional thing that led our group to create this format is the fact Commander decks tend to get expensive and by only using Common and Uncommon card decks tend to be under $100 USD for some of the most expensive and most average around $50 USD which allows players to easily make multiple decks.
This format was not meant to replace Commander altogether but intended to make a subset of Commander for those who want to focus in on more low power, social games.
The Deck Construction Rules:
2. Players Choose a Rare Legendary creature as their commander for their deck.
3. A Card's Color identity is its color plus the color of any mana symbols found on the card. A color identity is determined prior to the start of the game and can not be changed by game effects. Reminder text does not change or effect color Identity.
Card in a deck may not have card that have a color identity that is outside the commander's color identity.
4. A Peasant Commander deck must have exactly 100 cards, including the commander.
5. With exception to basic lands and cards that have specific text allowing any number of them, you may not have two card that share a card name.
6. Commander is played with Vintage legal cards. Cards are legal to play with as of their set's prerelease.
The following cards are officially Banned in Peasant EDH. These cards are not to be played with unless you receive prior agreement from your Playgroup. The Banned list is broken down to Banned in the deck and Banned as Commander.
- Ashnod's Altar
- Sol ring
- Maze of Ith
- Mana Drain
- Library of Alexandria
- Bazaar of Baghdad
- Diamond Valley
- Cabal Coffers
- Power Artifact
- Braids, Cabal Minion
- Erayo, Soratami Ascendant
- Edric, Spymaster of Trest
- Sliver Queen
- Tasigur, the Golden Fang
7. We maintain our watchlist for card that are under review in the format.
- Demonic Tutor
- Rhystic Study
- Hermit Druid
- Sensei's divining top
- Sylvan Library
- Isochron Scepter
- Ancient Tomb
- Strip Mine
8. One thing that I often found I wish I knew was why cards are banned. Wizards often posts small notes to why cards are banned but to help with transparency We have posted the main three reasons cards are banned. Eventually we will type up something going over each card individually but until then here are our reasons card are banned as of current.
Reasons for banning cards:
Perceived barrier or entry: Similar to Commander certain cards are available to the format that are just too expensive for the format as they would be required for nearly every deck that can tun them would have to include them to complete.
Unfavorable Game State: Certain cards create a very unfavorable game state for plays. These games lead to plays not having as much fun in the format and as this is meant to be a fun cheap format that isolated the vision of the format.
Homogenization of the Format: Certain cards are banned for causing most decks to play the same.
9. Players begin the game with 30 life.
10. Commanders begin the game in the command zone. While a commander is in the command zone it may be cast subject to all timing restrictions that apply to creature. It's owner must pay for each time the commander has been cast previously from the command zone. This is an additional cost.
11. If a Commander would be put into a library, hand, graveyard or exile from anywhere, its owner may choose to move it to the command zone instead. This is a replacement effect.
12. Being a Commander is not a characteristic [MTG CR109.3], it is a property of the card and tied directly to the physical card. As such, "Commander-ness" cannot be copied or overwritten by continuous effects. The card retains it's commanderness through any status changes, and is still a commander even when controlled by another player.
13. Unlike standard Commander and EDH rules, Commander damage is not counted and dealing 21 commander damage to a player does not result in a lose of game.
14.Commanders are subject to the legend rule.