All About House Ruling






Alternate Rules:

Non-Banning Methods:

Instead of creating card limitations, some playgroups instead opt to provide a set of guidelines to follow when deckbuilding. These are usually guidelines for what players should do, but also describe what they shouldn't do. This may be as simple as the mantra "build socially, play competitively", its' inverse, or may include a series of more detailed criteria such as:

Build a deck to...
    Be fun to pilot and to play against.Be interactive.Play out differently every game to keep it fun over a long time.Be streamlined and fast to play without excessive upkeep, time-consuming play or unnecessarily overcomplicated board-states.Be able to win with or without your general, having multiple paths to victory.

Discouraging Cards (not banning):
Typically, these types of cards are strongly discouraged in all but the most competitive playgroups. They are all degenerate in some way, and often limit a single player's ability to play while leaving others unhindered. The importance of interaction in social games is paramount, so be extra careful when considering these (and others like them) for play.




Individual Card Rulings:

Consecrated Sphinx (not allowed to draw cards off another Consecrated Sphinx's triggered ability / doesn't trigger for the first card drawn each turn)
Trade Secrets (text changed to "Target opponent draws two cards, then you draw up to four cards. That opponent may copy this spell and choose new targets for it.")
Mishra, Artificer Prodigy (text changed to "Whenever an artifact enters the battlefield under your control, if you cast it from your hand, you may put a token copy of that artifact onto the battlefield.")
Hermit Druid, or other trouble cards (cannot be found when searching a library)
Genju of the Realm (allowed as a general; other Legendaries include Elbrus, the Binding Blade, Predator, Flagship, Tatsumasa, the Dragon's Fang, & Unscythe, Killer of Kings)
The Kamigawa Flip-Legends are allowed as generals (Akki Lavarunner, Budoka Gardener, Bushi Tenderfoot, Faithful Squire, Initiate of Blood, Jushi Apprentice, Kitsune Mystic, Nezumi Graverobber, Nezumi Shortfang, Orochi Eggwatcher, Student of Elements)

Ban Suggestions for Specific Generals:

Due to the extreme synergy between specific generals and other single cards, some groups decide to ban selected cards from being used with those generals instead of outright banning either for all players. While many of the 2 card combinations here (general + 1 other card) create infinite combos/loops, other outcomes are either powerful enough to end the game or ensure a victory.

Arcum Dagsson: ?
Animar, Soul of Elements: ?
Avacyn, Angel of Hope: Worldslayer
Azami, Lady of Scrolls: Mind Over Matter
Gisela, Blade of Goldnight: Heartless Hidetsugu
Grand Arbiter Augustin IV: ?
Hanna, Ship's Navigator: Second Chance
Iona, Shield of Emeria: Painter's Servant
Kiki-Jiki, Mirror Breaker: Breath of Fury, Zealous Conscripts, Lightning Crafter
Konda, Lord of Eiganjo: Worldslayer
Mikaeus, the Unhallowed: Triskelion, Puppeteer Clique
Niv-Mizzet, the Firemind: Curiosity, Ophidan Eye, Mind Over Matter
Teferi, Mage of Zhalfir: Knowledge Pool
Rafiq of the Many: Distortion Strike
Riku of Two Reflections: Palinchron
Sapling of Colfenor: Worldslayer
Scion of the Ur-Dragon: Hermit Druid
Sharuum the Hegemon: Sculpting Steel, Phyrexian Metamorph
Sigarda, Host of Herons: Darksteel Plate
Sliver Queen: Mana Echoes, Basal Sliver
Teysa, Orzhov Scion: Painter's Servant
Uril, the Miststalker: ?
Vela, the Night Clad: Rite of Replication
Vendilion Clique: Tunnel Vision
Ulamog, the Infinite Gyre" Worldslayer
Zedruu, the Greathearted: Celestial Dawn
Zur the Enchanter: Necropotence





Game Variants:

'Casual' formats defined by Wizards of the Coast (limited, constructed, multiplayer, alternative)
Sub-Forum for game variants
Ideas about game setup
The "8 Rules of Multiplayer"

Lieutenants
Horde/Respawn/Zombie Magic
Mafia Variant
Shifting Alliances
Pauper Commander
Planeswalker Wars
Left and Right
Fog of War
Emperor and the Assassin
Bang!
Planechase Commander

Alternative Rules:
Star Magic: Each player used a different mono-colored EDH deck, or each player uses a tri-colored EDH deck (WUB, UBR, BRG, RGW, GWU)
Zombie Magic: Instead of re-spawning with a set amount of life, players re-spawn with a percentage (50-100%, rounded down) of the life removed from them by their killer. Limits can be set on the life a zombie can re-spawn with, (20-40) as well as how many times a player (or zombie) can re-spawn. (2-3 times)
Mafia Variant: Each player has 3 tokens, 2 of which are shuffled and dealt face-down among the group. If a player receives 2 of the same token, they are re-dealt.





Origin of the stratum 2 list (previously the 'austere list'):
Quote from Official Commander Rules »
Commander is designed to promote social games of magic.

It is played in a variety of ways, depending on player preference, but a common vision ties together the global community to help them enjoy a different kind of magic. That vision is predicated on a social contract which goes beyond these rules to include a degree of interactivity between players. Players should aim to interact both during the game and before it begins, discussing with other players what they expect/want from the game.

House rules or "fair play" exceptions are always encouraged if they result in more fun for the local community.
Quote from Official Commander Rules »
Commander is designed first and foremost for social players. It cannot be all things to all people.

Nevertheless, many people like to play for prizes or other non-social incentives. Those incentives can help build communities and playgroups, but they can also undermine the social contract which keeps the format balanced.

The [official banned list] is one place to start. It is not however, nor is it intended to be, comprehensive. There are a great many uninteresting uses for the cards not listed there, and additional structure is required to keep degeneracy in check.

Emphasis is mine. The full text is available here.

From the discussions on this forum, there are clearly opposing views on what should or should not be banned in the EDH format. While playgroups are free to create their own "house-rules", many groups strictly abide by the official ban list. With the current list, EDH games (and the deck building beforehand) often shift toward degeneracy in groups ignorant of the idea of social contracts. This is especially common among players who don't know each other very well. The same is, and has been true for any game that allows it; It is our nature to compete. The established player archetype "Spike" embodies this competitiveness and, wherever present, either creates an evermore restrictive game environment or forces less competitive players to cease playing. It is not the intention of this new lis to undermine that basic paradigm, as it is, and should be, the norm. Nevertheless, the official ban list seems to strive primarily for brevity, whereas this list strives to meet other ideals.

Since Magic: The Gathering has a limited, if large card pool (nearly 13,000 unique cards), removing any cards from that pool creates a feeling of restriction for some. In actuality, more cards are playable due to their closer power levels. EDH uses an incredibly large pool, so the effect is generally less significant, but therein lies the problem that many players, and especially "Spikes", are concerned with. Any card on a ban list is there for a reason, and oftentimes power level is involved in that reasoning. This limitation to 'weaker' cards can be taunting when those 'better' (banned) cards are known about, and especially so when they're owned by the players involved. However, for reasons detailed below, because we are naturally competitive, & because WotC is fallible in their card designing, these very restrictions are exactly what are needed to better enable the intended game-play experience of this format for new players and playgroups.

The main reason for the direction of this list is the idea that casual play doesn't require a ban list. Individuals and playgroups can much more easily self-adjust (through a social contract) when their primary motivation is social interaction. When that is not the case, additional guidance is required to create a more stable format. Beginning with the current official list and adding the cards below creates, in my belief, a format which provides the necessary restrictions for situations in which a social contract is only loosely pursued, or not pursued at all. For players seeking a fairer EDH format or are often playing with strangers, this list should be an excellent starting point. As this new list is tested and new cards are released, it will be adjusted in accordance with the ideals described above.

Quote from Official Commander Rules »
Degenerate: adj Having fallen below a normal or desireable state, especially functionally, morally, or socially. Having atrophied or declined to a state of sameness.

Since one of the primary features of commander is the variety of games, and the variable nature of the problem each game presents, degenerate plays are those which take away from the variety and unpredictable nature of the games.
From this definition, degenerate cards are those that restrict deck building by requiring other players to account for their existence with very narrow and sometimes insufficient answers, those that are always vastly superior to other cards of the same cost and color, and those that enable other cards to fulfill these criteria.

The Austere List is now the Stratum 2 List.



Responses to Common Arguments

The list is too long
It's as long as it needs to be. With ~13,000 unique cards in magic, there is bound to be a relatively small amount that are degenerate. The new additions are 0.0022 of all the cards in existence, yet many are played in nearly every deck. It may be difficult to adjust to if you're used to playing with many of these cards, just as it could be if you begin using the official list after not using any list.

There will always be cards that are the 'strongest'
Yes, there will be. Those cards won't cause the same problems as these however, because they're not inherently degenerate. This list wasn't crafted by selecting the top few cards of each color or with certain mechanics; It was made by scrutinizing problematic cards and judging them based on objective criteria as explained above.

EDH is attractive because lots of banned & ridiculous cards can be used
To many, yes. EDH is not, however, a sanctioned format. You and your playgroup are free to use whatever rules you like. The social contract described above is vital for social games; When it is not present, some additional guidelines are reasonable. This list attempts to provide those guidelines. If you like ridiculous spells and situations, I'd recommend Limited Infinity. (AKA Type 4) It's linked in my signature.

Why is card X on the list but not Y?
I'm only one person, and one with a rather incomplete knowledge-base of Magic. It could be that I forgot about card Y, or don't even know about it. It could be that I'm simply unsure if X and Y are similar enough, or if Y is as oppressive as X. Perhaps I don't have much direct experience with it and am avoiding a decision for that reason.

Adjust your local ban list instead of trying to change everyone's
This list was not created as a reaction to my own meta-game and it is not meant to replace the official ban list. It is intended for use when social contracts are only loosely pursued, or not pursued at all.

Tutoring is an important part of the game
I agree completely. You'll notice that only a handful of 'tutors' are on the list. Tutoring creates consistency that is otherwise very hard to achieve in a singleton format, but that same consistency can, if pervasive enough, be degenerate in itself. In this instance, degeneracy is defined by sameness.

Don't play with people who use these cards if they're troublesome
Competitiveness exists at varying levels among players; It is inevitable that, where new players meet or new playgroups are formed, these players will need guidelines to prevent the more competitive players from ruining the game for the less competitive. As social contracts override any official or unofficial ban list, those lists are only necessary when such contracts have not yet been settled. This list attempts to create the most fair structure for such scenarios.
While it's difficult to know whether banning these 20 additional cards (less than the current number of banned cards!) would create a more entertaining format for your playgroup, doing so will create a more stable format. I urge you and your playgroup to try removing either some or all of these from your own decks. You may enjoy it!





As I'd like to make these lists as comprehensive as is reasonable, please leave comments, questions, arguments for or against these ideas, card suggestions, or ideas of your own. Are any listed cards conspicuous? Do any unlisted cards deserve recognition here? Why? Are there other house rules that should be included here?

Always appreciative,
BetweenWalls
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Last edited by BetweenWalls: Jun 20, 2013
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