The Doomsday EDH League (which never happened)

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The Doomsday EDH League (which never happened)

Postby eldashgato » Mon Apr 21, 2014 2:35 am

As some ATX players know already, in 2011 myself and a few other EDH enthusiasts spent several weeks hammering out details for a league that never materialized. For various reasons I won't get into, our tentatively-named Doomsday EDH League was, ironically, doomed from the beginning. Naturally, we didn't figure that out until *after* discussing store availability with Pat's Games and typing up rules, a points system, and a proposed schedule. The Doomsday EDH League was aborted, if I recall, by July or August 2011, although its name lives on in Team Doomsday.

Now that some time has passed, I find myself needing to reuse the domain name that our league's test site was hosted on. As such, I've decided to warehouse the rules, points system, and schedule for the league that never was. In hindsight, I suspect many of our dictates were either too strict or too open to interpretation to be of much value. We also covered bases--such as sideboards--that most players today basically ignore. As a bonus, I'm pretty sure our rules also exhibit a misunderstanding of how general damage works. (Nowadays, I ask judge friends to read over everything before circulating info.) That said, maybe some of our ideas might still be of interest to some. Certain elements of our proposed league (low entry fees, bad payouts) were later incorporated into ATXMTG.net's Eternal Struggle Vintage Tournament series.

(I should mention here that ATXMTG.net is more than happy to create a subforum for any group interested in creating a league - just hit me up with details.)

Some of what follows might appear strange, because it was written before the new Legendary rule was introduced. Some aspects of our proposed league were further along in the writing/editing/feedback process than others were.

++++++++++++++++

The Doomsday EDH League (which never materialized, but probably would have been awesome)

League Rules

Elder Dragon Highlander (or EDH, also called Commander) is a multiplayer Magic: the Gathering format featuring 100-card singleton decks, each of which is built around a legendary creature that serves as the deck’s “general” or “commander.” For basic information regarding deck construction and play, please consult the Elder Dragon Highlander website maintained by the official EDH/Commander rules committee.

In addition to the basics laid out by the official EDH committee, each league and playgroup usually has its own set of rules that govern gameplay and deck construction. These are ours:

Deck Construction

We adhere to the deck construction guidelines laid out by the official rules committee, with one exception:

  • Shahrazad is banned in Doomsday League games.

IMPORTANT: Certain weeks have special formats. Read our League Schedule to make sure your deck is legal for that week.

Gameplay

Players are not required to register a general, but no two players on the same night may play the same general. This means it is a smart idea to have multiple decks on hand.

On that note, generals do obey the legendary rule. If one is copied by a permanent such as Clone, it dies.

We adhere to the general damage rule: If a player take 21 points of combat damage from a single general, that player is eliminated from that pod. Dying to general damage is a state based effect, similar to poison counters, but separate and specific to each general. Even if a player gains life later in the game, general damage cannot be removed. Like poison counters, general damage trumps infinite life gain.

General damage still accrues even when a general changes hands (e.g., through Control Magic effects). If that creature does lethal general damage, its controller, rather than its owner, receives the achievement point associated with this. (See below for information regarding achievements.)

We do allow “Partial Paris” mulligans.

Decks must be sleeved.

Since relatively few people have them, we do not allow sideboards. This also means cards such as Burning Wish and Spawnsire of Ulamog cannot retrieve or play cards from outside the game. Remember, too, that cards in exile are still considered to be part of the game. Players may not alter their decks between rounds.

Although we realize players begin at 40 life in EDH, at the moment, we do consider 10 poison counters lethal. We might have to increase the lethal poison count if more people decide to pursue infect strategies, but on the whole our experience shows that, in a multiplayer format, it’s actually pretty hard to eliminate multiple opponents with poison counters.

More information regarding gameplay will be included in event announcements and our League Schedule.

League Play and Points System

Like other leagues, we use a points system rather than “last player standing” to determine who wins a pod. Read our achievements list to see how players may earn or lose points during gameplay.

Players may not earn more than 8 points per week. At the end of a league season, the player(s) with the most points win(s) the league. There are 6 weeks in this league, so a player with a perfect score would have 48 points.

Social

Combo Decks - As an eternal format, EDH allows for several degenerate combos, and we discourage players from playing dedicated combo decks. Moreover, powerful blue generals such as Sharuum the Hegemon, Arcanis the Omnipotent, Azami, Lady of Scrolls, Arcum Dagsson, etc. can consistently eliminate all opponents or set up a prison situation on or before turn 5.

This is not to say that a player should never combo out or play powerful generals–everyone needs a win condition, after all–but dedicated combo decks tend to make EDH unfun and uninteresting, especially for newer players who do not always have access to more powerful spells.

Sportsmanship – Obviously, players should be courteous toward others. EDH games are often long and have complex board states. Hammering other players for minor rules infractions–such as missed triggers, shortcuts that keep the game moving fast, etc.–gets old after a while. Many EDH players prefer this format precisely because it is not sanctioned.

Keep the Action Going – Especially in the first few turns, players should try to avoid holding up the game. Instead of talking on your cell phone or flipping through trade binders, pay attention to what’s happening.

Politics – EDH is political: Players make temporary alliances, hate on certain opponents/generals, and try to trick opponents into horrible misplays. Anyone who plays the format regularly understands this. However, outright collusion also occurs and needs to be kept in check. In the following examples, Players A and B actively collude with one another:

  • Player A casts Fact or Fiction, choosing Player B to separate the piles. Player B separates the cards into one pile of 5 cards, and another pile of 0 cards. Player A obviously chooses the pile of 5 cards.
  • While Player A resolves a Bribery on Player C, he shows Player B cards from the deck he is searching.
  • Players A and B share the contents of their hands with another.

These kinds of behavior are unsportsmanlike. Similarly, players should pay attention to whether certain spells require an opponent to reveal his or hand (such as Duress) or if only the person casting a spell is allowed to look (such as Peek).
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Re: The Doomsday EDH League (which never happened)

Postby eldashgato » Mon Apr 21, 2014 2:41 am

Achievement Points

The Doomsday League Achievements list is based mainly on points systems compiled by other EDH leagues who came before us. Since we are still a new league, this is a work in progress.

+1 Achievements

  • Destroy or exile a Sensei’s Divining Top.
  • Destroy or exile a Maze of Ith, Mystifying Maze, Prahv, Spires of Order, or Kor Haven.
  • Control 100+ combined creature power.
  • Be the first player to destroy or exile another player’s creature.
  • Play your general three or more times from the command zone.
  • Eliminate an opponent on someone else’s turn. This is awarded in addition to the achievement earned for eliminating another player. Each player can earn this only once per game.
  • Indiana Jones: Control 5 or more non-land, non-creature artifacts.
  • Control 4 or more non-aura enchantments.
  • Ramp 1.0: Be the first player to control 20 basic lands.
  • Ramp 2.0: Control 10 nonbasic lands.
  • Eliminate another player with 20+ overkill damage.
  • Eliminate another player with his/her own spell or permanent.
  • Steal an already stolen permanent. (Bouncing a stolen permanent doesn’t count.)
  • Block party: Control a permanent (or have a spell on the stack) from each set of any one block. (It helps if you know the sets in each block!)
  • Control 5+ legendary creatures at the same time.
  • Control 10+ token creatures.
  • Iron Man: Have 4 or more equipments on the same creature.
  • Enchantress: Have 4 or more auras enchanting the same permanent.
  • Survive after being attacked for lethal at least three different times.
  • Save an opponent who is about to be eliminated
  • Flush: control 5 or more creatures of the same color. Multicolored creatures do not count, unless they all have exactly the same color identity.
  • Straight: Control 5 or more creatures with 5 consecutive powers (e.g., a 3/4, a 4/4, a 5/2, a 6/6, and a 7/10).
  • Eliminate all remaining players, including yourself.
  • End the game in a draw. (For instance, by initiating a loop that cannot end, e.g. Worldgorger Dragon + Animate Dead with no other legal targets.)
  • Tribal: Control 7 or more creatures of the same creature type.
  • At the end of each game, the players in a pod may award a point to one player who they feel made an especially epic play.
  • Generalissimo: Eliminate another player with general damage.
  • Eliminate an opponent with general poison counters (e.g., give an opponent 10 poison counters using Skithiryx, the Blight Dragon).
  • Level a creature all the way up.
  • Be the first player to copy a spell or permanent that an opponent controls.
  • I suck: Be eliminated or have the game end when you have 0 points.
  • I’m out: Be the first player to get eliminated.

+2 points…

  • Control 3 or more planeswalkers at once.
  • Resolve three different non-land permanent types in the same turn (e.g., creature, artifact, enchantment).
  • Eliminate another player or control the source of that player’s elimination. This includes redirecting a lethal spell, decking or milling another player, Mindslavering someone to kill them with Necropotence, etc.

+3 points…

  • Play your general from the command zone when its total mana cost is 20 or more.

Demerits

-1 point…

  • Take three or more turns in a row. Players lose an additional point for each extra turn they take beyond the third.
  • Control three or more of another player’s turns (applies mainly to Mindslaver prison situations). Players lose an additional point for each turn they control beyond the third.
  • Severely disrupt another player’s manabase. This includes destroying all of his/her lands (e.g., with something like Armageddon or Strip Mine + Crucible of Worlds lock) or hosing someone with a spell such as Choke, Flashfires, Back to Basics, Ruination, etc. This penalty can be awarded more than once. This is a “spirit of the rule,” not a “letter of the rule” penalty.

-2 points…

  • Eliminate a player before his or her 6th turn.
  • Only there for its colors: End a game without playing your commander. This does not count if you were unable to play it.
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Re: The Doomsday EDH League (which never happened)

Postby eldashgato » Mon Apr 21, 2014 2:48 am

This was the last draft of our proposed schedule. At the time we shuttered the idea for the league, we still hadn't nailed down anything solid for payouts.

League Schedule

Week 1 – September XX, 2011
Doomsday League 1 begins

Location: Pat’s Games
Entry fee: $3.00 or a Pat’s Games coin
Format: Nothing special. This week, it’s regular ol’ EDH.

Players need to sign up by 6:30 p.m. For the first round, players will be randomly distributed into pods of 4 or 5. After either an hour of play or when all pods finish (whichever comes first), a second round will begin, with players regrouped into new pods, based on points they accrued during the first round.

During the second round, players cannot lose points they earned in the first round. (If you finished the first round with 3 points, then you are guaranteed to finish the night with at least 3 points.) A player’s total points for the night will be the sum of the points earned in the first and second rounds.

The winner of the night will be the player with the most points. In the event of a tie, prize support will be split evenly.

Payout: ????

We will also distribute some prizes randomly.

Week 2 – September XX, 2011

Location: Pat’s Games
Entry fee: $3.00 or a Pat’s Games coin
Format: Nothing special. This week, it’s regular ol’ EDH.

Players need to sign up by 6:30 p.m. For the first round, players will be randomly distributed into pods of 4 or 5. After either an hour of play or when all pods finish (whichever comes first), a second round will begin, with players regrouped into new pods, based on points they accrued during the first round.

During the second round, players cannot lose points they earned in the first round. (If you finished the first round with 3 points, then you are guaranteed to finish the night with at least 3 points.) A player’s total points for the night will be the sum of the points earned in the first and second rounds.

The winner of the night will be the player with the most points. In the event of a tie, prize support will be split evenly.

Payout: ????

We will also distribute some prizes randomly.

Week 3 – September XX, 2011
Captain and Commander

Location: Pat’s Games
Entry fee: $3.00 or a Pat’s Games coin
Format: Captain and Commander

This week, each deck must have a Commander as well as a Captain, which is another creature you may play from the command zone. How this works:

  • Your captain must be a legendary creature that shares at least one of the colors in your commander’s color identity. For example, if your deck’s commander is Captain Sisay, your captain could be Gaddock Teeg, Daughter of Autumn, Dosan the Falling Leaf, Cho-Manno, Revolutionary, etc.
  • The color identity of your captain cannot include colors that fall outside the color identity of your commander. For example, if your commander is Karn, Silver Golem, you cannot use Memnarch as your captain. If Memnarch is your commander, however, then obviously you could use Karn as your captain.
  • Before the game begins, you must announce both your commander and captain to the other players in your pod. Both your commander and captain begin play in the command zone.
  • Like your commander, if your captain is countered, destroyed, or exiled, you have the option to return it to the command zone. Like your commander, it costs 2 more colorless mana for each time you play it from this zone.
  • You may play your captain from the command zone if and only if your commander is already on the battlefield.
  • This means your deck now has 101 cards: 99 cards maindeck, plus the general and the captain.
  • Captains do not assign general damage. There is no special category of “captain damage,” either.
  • Your captain (may or may not?) be the same creature as another player’s commander (or captain?). The legend rule still applies, though.

Players need to sign up by 6:30 p.m. For the first round, players will be randomly distributed into pods of 4 or 5. After either an hour of play or when all pods finish (whichever comes first), a second round will begin, with players regrouped into new pods, based on points they accrued during the first round.

During the second round, players cannot lose points they earned in the first round. (If you finished the first round with 3 points, then you are guaranteed to finish the night with at least 3 points.) A player’s total points for the night will be the sum of the points earned in the first and second rounds.

The winner of the night will be the player with the most points. In the event of a tie, prize support will be split evenly.

Payout: ????

We will also distribute some prizes randomly.

Week 4 – September XX, 2011

Location: Pat’s Games
Entry fee: $3.00 or a Pat’s Games coin
Format: Nothing special. This week, it’s regular ol’ EDH.

Players need to sign up by 6:30 p.m. For the first round, players will be randomly distributed into pods of 4 or 5. After either an hour of play or when all pods finish (whichever comes first), a second round will begin, with players regrouped into new pods, based on points they accrued during the first round.

During the second round, players cannot lose points they earned in the first round. (If you finished the first round with 3 points, then you are guaranteed to finish the night with at least 3 points.) A player’s total points for the night will be the sum of the points earned in the first and second rounds.

The winner of the night will be the player with the most points. In the event of a tie, prize support will be split evenly.

Payout: ????

We will also distribute some prizes randomly.

Week 5 – October XX, 2011
Modern EDH

See you later, Mana Drain! This week, each deck must be constructed with cards that are legal in the upcoming Modern format. Players may still use legendary creatures from older sets as their commanders, and the official EDH ban list still applies. The proposed Modern ban list does not apply – players may still use Skullclamp, Sensei’s Divining Top, etc.

The Modern format features sets that were originally printed using the modern card frames. Specifically, the following sets are Modern-legal:

Eighth Edition
Ninth Edition
Tenth Edition
Magic 2010
Magic 2011
Magic 2012

Mirrodin block
Kamigawa block
Ravnica block
Coldsnap
Time Spiral block (including the “timeshifted” cards)
Lorwyn block
Shadowmoor block
Shards of Alara block
Zendikar block
Scars of Mirrodin block

Be aware that certain cards were reprinted with modern frames but are not considered Modern-legal. These include, for instance, Survival of the Fittest (reprinted as a judge foil with a modern frame), Sol Ring (reprinted in Commander precons), various slivers (reprinted in the all-foil Sliver precon), etc. These cards may not be used.

Week 6 – October XX, 2011

Location: Pat’s Games
Entry fee: $3.00 or a Pat’s Games coin
Format: Nothing special. This week, it’s regular ol’ EDH.

Players need to sign up by 6:30 p.m. For the first round, players will be randomly distributed into pods of 4 or 5. After either an hour of play or when all pods finish (whichever comes first), a second round will begin, with players regrouped into new pods, based on points they accrued during the first round.

During the second round, players cannot lose points they earned in the first round. (If you finished the first round with 3 points, then you are guaranteed to finish the night with at least 3 points.) A player’s total points for the night will be the sum of the points earned in the first and second rounds.

The winner of the night will be the player with the most points. In the event of a tie, prize support will be split evenly.

Payout: ????

We will also distribute some prizes randomly.

Week 7 – October XX, 2011

Location: Pat’s Games
Entry fee: $3.00 or a Pat’s Games coin
Format: Nothing special. This week, it’s regular ol’ EDH.

Players need to sign up by 6:30 p.m. For the first round, players will be randomly distributed into pods of 4 or 5. After either an hour of play or when all pods finish (whichever comes first), a second round will begin, with players regrouped into new pods, based on points they accrued during the first round.

During the second round, players cannot lose points they earned in the first round. (If you finished the first round with 3 points, then you are guaranteed to finish the night with at least 3 points.) A player’s total points for the night will be the sum of the points earned in the first and second rounds.

The winner of the night will be the player with the most points. In the event of a tie, prize support will be split evenly.

Payout: ????

We will also distribute some prizes randomly.

Week 8 – October XX, 2011

Location: Pat’s Games
Entry fee: $3.00 or a Pat’s Games coin
Format: Nothing special. This week, it’s regular ol’ EDH.

This is the last night of Doomsday League 1.

Players need to sign up by 6:30 p.m. For the first round, players will be randomly distributed into pods of 4 or 5. After either an hour of play or when all pods finish (whichever comes first), a second round will begin, with players regrouped into new pods, based on points they accrued during the first round.

During the second round, players cannot lose points they earned in the first round. (If you finished the first round with 3 points, then you are guaranteed to finish the night with at least 3 points.) A player’s total points for the night will be the sum of the points earned in the first and second rounds.

The winner of the night will be the player with the most points. In the event of a tie, prize support will be split evenly.

Payout: ????

We will also distribute some prizes randomly.

Other ideas:

As a hat tip to competitive players, we possibly could make one of these nights a 1v1-style tourney, so that people can bring out their douchiest decks and get it out of their system.

Pauper, Peasant, or No Rares allowed (decks built only with uncommons and commons)
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