What happens if a commander is exiled




















Viewed k times. Improve this question. DForck42 DForck42 3, 8 8 gold badges 35 35 silver badges 56 56 bronze badges. Add a comment. Active Oldest Votes. The rule is 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. Several important nuances: You don't have to put your commander back in the command zone. This is handy if, for instance, you can't afford to hardcast your commander, but you've got a reanimation spell in your hand.

Going to the command zone is a replacement effect , so your commander will never actually hit the graveyard or the exile zone, and won't trigger "on exile" or "on graveyard" triggers. Owner, not controller. Even if someone else Mind-Controls your commander, you still get to pick whether it goes back into your command zone. You only get a choice when the commander is about to go to the new zone. So, if you put it into the graveyard, it'll stay there. If someone exiles it from your graveyard, then "would be put into Mimeoplasm, for example, can copy a dead commander like any other creature card in your graveyard, but at least you can put that commander back in your command zone since it gets exiled Mimeoplasm still comes into play as the copy.

Recasting your commander from your hand doesn't cost extra like bringing it back from the command zone does; nor does it count for figuring out how many times you've cast it from the command zone already.

Effects like Eerie Interlude set up delayed triggers that return cards from exile later. It used to be that you could Eerie Interlude your commander to the command zone where, if the delayed trigger resolved, it would come back, but if it was countered by something like Stifle, it would be safe in the command zone and ready to recast.

This is no longer the case — you have to leave your commander in exile now if you want it to come back to the battlefield, making effects like this much riskier. Syr Konrad, the Grim. If a commander dies and then goes to the command zone from the graveyard, Syr Konrad triggers twice.

I did not imagine we would see a rules change that made Syr Konrad better, but here we are. For more information, see Comprehensive Rules section Skip to content. Export to:. Commander 1. Planeswalker 3 1.

Each player passes the remaining cards to their left, repeating this process until all cards from the first round of booster packs have been drafted. Then players open their second pack, repeating the above procedure, except this time passing cards to the right. For the third booster pack, players once again pass to the left.

The sixty cards each player has drafted form their "draft pool. As with constructed Commander decks, the deck can include only cards allowed by the color identity of its commander. However, unlike constructed Commander decks, decks in Commander Draft can include more than one copy of any card, so don't be afraid to draft multiples. The Prismatic Piper is the chosen color.

Partner You can have two commanders if both have partner. Although there are a large number of legendary creatures in Commander Legends , you might get to the end of the draft and realize you don't have the right one to lead your deck.

Never fear—The Prismatic Piper is here to help. The Prismatic Piper appears in place of a common in about one-sixth of Commander Legends packs. After the draft you can add up to two copies of The Prismatic Piper to your card pool to serve as your deck's commanders. See "Partner," below. This means you don't have to draft The Prismatic Piper to play with it.

If you need it as your commander, you can borrow unused copies from other players in the draft, your own collection, or anywhere else. The color you choose for The Prismatic Piper during deckbuilding will determine its color identity. For example, if you draft red and green cards but don't have a red-green legendary creature, you can use one Prismatic Piper choosing red and another choosing green.

If you drafted a green legendary creature with partner, you can use that creature and a Prismatic Piper choosing red. Once each player has their deck, they play a traditional Commander game. This draft format is optimized for eight players drafting and then splitting into two games of four players, but there's no wrong way to play!

As you may have noticed on The Prismatic Piper, the partner keyword makes a return in this set. Partner is a keyword ability that allows your Commander or Commander Draft deck to have two commanders, provided both of them have partner. Some creatures charge across the battlefield with such gusto that they simply demand an encore performance. Encore represents an activated ability that lets you relive a creature's greatest hits and makes sure all your opponents are there for the show.

They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery. Spells with the cascade keyword are just overflowing with magical energy.

Who knows what that energy will turn into? Whatever it is, you'll get two spells for the cost of one. You may cast it without paying its mana cost. Put the exiled cards on the bottom of your library in a random order. The monarch is a designation a player may have.

It grants a player glory, status, and an extra card each turn—at least until that player is dethroned. At the beginning of your upkeep, any number of target players each mill two cards.

If you're the monarch, each of those players mills ten cards instead. To mill a card, a player puts the top card of their library into their graveyard. You know what they say about selecting more than one mode for modal spells—where there's a will, there's a way.

This cycle of cards rewards you for controlling a commander by letting you pick all of their options. If you control a commander as you cast this spell, you may choose both. Multiplayer games have many benefits. Not only are there more people to have fun with, but you also get access to fantastic dual lands. The Commander Legends set finishes up the cycle of multiplayer lands begun in the Battlebond set. Rejuvenating Springs Land Rejuvenating Springs enters the battlefield tapped unless you have two or more opponents.

Abomination of Llanowar's power and toughness are each equal to the number of Elves you control plus the number of Elf cards in your graveyard.

If it shares a card type with that permanent, you may reveal that card and put it into your hand. Effects that say "destroy" don't destroy them. A creature with indestructible can't be destroyed by damage.

Multiple instances of cascade each trigger separately. The encore cost is equal to its mana cost. Exile the creature card and pay its mana cost: For each opponent, create a token copy that attacks that opponent this turn if able.

As long as Archelos is untapped, other permanents enter the battlefield untapped. As long as you're the monarch, damage doesn't cause you to lose life. When a creature deals combat damage to you, its controller still becomes the monarch. You may put an Aura or Equipment card from among them onto the battlefield. If an Equipment is put onto the battlefield this way, you may attach it to a creature you control. Put the rest of those cards on the bottom of your library in a random order.

Whenever you cast a spell with cascade, return Aurora Phoenix from your graveyard to your hand. Do this after the last card is exiled but before deciding whether to cast a nonland card.

Azure Fleet Admiral can't be blocked by creatures the monarch controls. Damage causes loss of life. Choose a nonland card exiled this way. You may cast that card for as long as it remains exiled, and you may spend mana as though it were mana of any color to cast that spell.

Owner, not controller. An opponent separates those cards into two piles. Burn Away deals 6 damage to target creature.



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