Structure: We'll play 4 rounds of 75 minutes and we'll try to make every table a 4-player table. You earn points for taking out opponents and by reaching certain global achievements. Each round will have 3 randomly picked achievements. And there is a seperate price for having the most fun deck, which is rated by opponents.
You start the game with 10 points, during the game you can win or lose points..
1. Earning Points
Scoring is done depending on who loses the game first.
1st out of the game = 2 pts.
2nd out of the game = 4 pts.
3rd out of the game = 6 pts.
Winner / 4th out of the game = 8 pts.
If multiple people lose the game at the same time their place is determined by the turn order.
Starting with the player who started the game (player one).
Example: if player 3 casts Exsanguinate to kill all the other players then the placement will be player one 2 pts, player two 4 pts, player three 8 pts and player four 6 pts.
Alternatively, actively cause a player to draw the last card of his library or put the last card of his library in his graveyard, will also count as a kill.
Forfeiting the game (can only be done at sorcery speed), you will always be given points of last place in the game after any player that was taken out. Last place by forfeiting will be in order of forfeiting.
Once per game:
· (+1) Savior: Save an opponent from getting knocked out.
· (+1) No need for violence: Trigger a different win-condition (for example: if you have 10 wizards in your upkeep, you win the game).
2. Losing Points
Once per game:
· (-2) Premature: Take out an opponent before turn 6.
· (-2) No Skill Destruction: Take out all starting opponents at once.
· (-2) Selfish Glutton: Destroy/Force to Sacrifice 4 or more lands of an opponent.
· (-2) Ban-Solicitor: Be a jerk, verbal abuse, aggression, etc.
· (-8) Infinitely Boring: Use an infinite combo. We'll be using common sense for this, but the spirit of this rule is: Use something that could loop infinitely more than once per turn.
· (-8) Sore Loser: Forfeiting the game (can only be done at sorcery speed), you will always be given points of last place
in the game after any player that was taken out. Last place by forfeiting will be in order of forfeiting.
3. Bonus Achievements
During each game we will draw three bonus achievements you can get for that round. These will come out of a large set of different achievements and because of the randomness factor can't be build towards. Each wil give you (only once) +1 point per game.
4. Rule Change: Extra Turns
Since there is a time-limit in a round we try to make sure players turns won't last to long, that's why we adopted the rule that extra turns won't be taken. The exception to this is when you give an opponent and extra turn (you will not be controlling) like Emrakul, the Promised End, since giving this turn is a negative effect.
5. Mulligans & First Turn Draw
London Mulligan Rule:
To take a mulligan, a player shuffles the cards in their hand back into their library, draws a new hand of cards equal to their starting hand size, then puts a number of those cards equal to the number of times that player has taken a mulligan on the bottom of their library in any order.
In other words:
Draw seven cards every time you mulligan.
When you are satisfied, you put cards back on the bottom of your library for each time you have mulliganed.
No scrying.
6. Rounds & Table Settings
Each round we will calculate the current score per person and create a table setting with people around the same score as you are.
7. Venue Rules:
It's not allowed to bring outside consumptions to the venue. The venue will have drinks and snacks on their menu.
8. Prices & Price Structure:
The Prices and Price structure will be determined by the amount of players joining in the tournament. We will make sure that the top 3 in score will get a price and the most fun deck will recieve a price. The prices can be anything from boosters to anything the store will provide, all depending on turn-out. The winner and runner up of one of the Cuasual Commander tournaments (not the Commander Plane Chase tournaments) will qualify for the Competitive Christmas Commander final, which is a tournament of winners and runners up held in December. (Separate rules for final will be determined before the final)
The organisers will take 2 boosters from each monthly tournament for the Competitive Christmas Commander final price pot.
Once qualified for the Competitive Christmas Commander final, you won't have to pay an entry fee.
9. Most fun Deck Vote:
Since commander is about having fun, we also want to give people the opportunity to build for fun, that's why there is a special price for the most popular/fun deck. After each round each player fills in the decks in order of the amount of fun you've had and hand this scoring form to the main desk.
Scoring will be done as follows:
3 popular points
2 popular points
1 popular points
0 popular points
10. Side-Board & Commander Changing:
During the tournament you aren't allowed to switch commander, and there are no side boards.
11. Proxies:
Proxies aren't allowed in this tournament.