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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 [[Commander (designation)|commanders]], [[emblem]]s, [[ | 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 [[Commander (designation)|commanders]], [[emblem]]s, [[plane]]s, [[phenomena]] and [[scheme]]s. ''[[Commander 2013]]'', ''[[Commander 2017]]'', and ''[[Conspiracy]]'' contain cards that interact with the Command Zone. | ||
==Rules== | ==Rules== | ||
{{CR+G}} | {{CR+G}} |
Revision as of 07:17, 27 April 2020
The Command zone is a zone used for special objects which affect the game like permanents do, but are not actually permanents. This includes commanders, emblems, planes, phenomena and schemes. Commander 2013, Commander 2017, and Conspiracy contain cards that interact with the Command Zone.
Rules
From the glossary of the Comprehensive Rules (June 7, 2024—Modern Horizons 3)
- Command
- A zone for certain specialized objects that have an overarching effect on the game, yet are not permanents and cannot be destroyed. See rule 408, “Command.”
From the Comprehensive Rules (June 7, 2024—Modern Horizons 3)
- 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 114, “Emblems.”
- 408.3. In the Planechase, Vanguard, Commander, Archenemy, and Conspiracy Draft 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.”