Tiny Leaders: Difference between revisions

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*Players start with 20 life
*Players start with 20 life
*Replacing the command zone mulligans rule, you may only cast one unique card from the command zone per game. Meaning you still get 7 cards in your opening hand but, ignoring effects that remove a commander from the command, you in effect only have access to one of your commanders
*Replacing the command zone mulligans rule, you may only cast one unique card from the command zone per game. Meaning you still get 7 cards in your opening hand but, ignoring effects that remove a commander from the command, you in effect only have access to one of your commanders
*Explicitly meant for 1v1 best-of-3 gameplay<ref>[https://tiny-leaders-reborn.blogspot.com/p/tlr-building-restriction-and-formats_4.html Tiny Leaders Reborn Comprehensive Rules</ref>
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<references responsive="0" />
*Explicitly meant for 1v1 best-of-3 gameplay<ref>[https://tiny-leaders-reborn.blogspot.com/p/tlr-building-restriction-and-formats_4.html Tiny Leaders Reborn Comprehensive Rules</ref>
==References==
==References==
{{formats|Eternal}}
{{formats|Eternal}}


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<references />

Revision as of 00:25, 29 September 2022

Tiny Leaders
DCI Sanctioned
Paper {Cross}
Magic Online {Cross}
Magic Arena {Cross}
Rules
Type Constructed
Multiplayer {Tick}
Add. rules Commander
25 life points
Singleton deck:
Exactly 50 cards

Tiny Leaders is a Magic: The Gathering format. It is a singleton format that uses a Commander, but restricts deckbuilding to cards of converted mana cost 3 or less. It was conceived in 2013 and has its own list of banned and restricted cards.[1][2]

Rules

  • All cards must have a converted mana cost of 3 or less.
  • Each player chooses a legendary creature (or suitable Planeswalker) which is their commander. Decks may use other legendary creatures as well. Partner commanders are only legal if their combined color identities are less than four total colors.
  • No cards in the deck of any player may have a color identity that is not a subset of the color identity of their general. The color identity of a card is composed of every colored mana symbol that appears on that card — whether in the mana cost or the rules text.
  • Except for basic lands, player may not use more than one copy of any given card unless stated otherwise on the card itself.
  • Each deck must contain exactly 50 cards including the General, and may additionally have a sideboard with a maximum of 10 cards
  • Players start with 25 life.
  • Each player's starting hand size (before mulligans) is 8 minus the number of cards in their command zone (meaning 7 cards for regular commander or 6 cards for Partner commanders)..[3]

TLR (Tiny Leaders Reborn) Variant Rules

  • The Tiny Leaders Reborn variant of Tiny Leaders has its own ban list, including cards that are "banned as commander", meaning they cannot be played as your commander, but can be played as another card in your deck[4]
  • The 3 color limit does not apply
  • Players start with 20 life
  • Replacing the command zone mulligans rule, you may only cast one unique card from the command zone per game. Meaning you still get 7 cards in your opening hand but, ignoring effects that remove a commander from the command, you in effect only have access to one of your commanders
  • Explicitly meant for 1v1 best-of-3 gameplay[5]
  1. MTG: Tiny Leaders. Introduction to the Format
  2. Gavin Verhey (December 9, 2014). "Five Fun Formats You've (Probably) Never Heard Of". magicthegathering.com. Wizards of the Coast.
  3. MTG: Tiny Leaders. Comprehensive Rules
  4. Tiny Leaders Reborn banned list
  5. [https://tiny-leaders-reborn.blogspot.com/p/tlr-building-restriction-and-formats_4.html Tiny Leaders Reborn Comprehensive Rules

References