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>Gamma-Mage@legacy41916617 (Updated for emblems and schemes) |
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The '''Command Zone''' is a zone | The '''Command Zone''' is a zone used for special objects which affect the game like [[permanent]]s do, but are not actually permanents. This includes [[emblem]]s, [[Plane|plane cards]], [[Scheme|scheme cards]] and the general in [[Elder Dragon Highlander]]. | ||
{{rules|text= | {{rules|text= | ||
'''From the [[Comprehensive Rules]]''' | '''From the [[Comprehensive Rules]]''' | ||
* | *408. Command | ||
** | **408.1. The command zone is a game area reserved for certain specialized objects that have an overarching effect on the game, yet are not permanents and cannot be destroyed. | ||
**408.2. Emblems may be created in the command zone. See rule 113, “Emblems.” | |||
**408.3. In the Planar Magic, Vanguard, EDH, and Archenemy casual variants, nontraditional Magic cards and/or specially designated cards start the game in the command zone. Each variant has its own rules regarding such cards. See section 9, “Casual Variants.”}} | |||
[[Category:Magic rules]] | [[Category:Magic rules]] |
Revision as of 10:31, 14 October 2010
The Command Zone is a zone used for special objects which affect the game like permanents do, but are not actually permanents. This includes emblems, plane cards, scheme cards and the general in Elder Dragon Highlander.
From the ()