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Commander League The Tribal Wars April 15 - June 17th

Faction / Tribes

Alliance of Valor “Warriors, Knights”

Alliance of the Fey “Elves, Faerie, Druid”

Alliance of the Hoard “Dragons, Drakes, Wurm”

Alliance of Mankind “Humans, Halfling, Dwarves”

Alliance of Savagery “Goblins, Giants, Orcs, Cyclopes, Troll”

Alliance of the Deep “MerFolk, Leviathans, Crab, Kraken”

Alliance of Vermin “Rats, Squirrels, Spider, Slug”

Alliance of Death “Zombies, Wraiths, Spirits, Skeletons, Vampires, Spector’s”

Alliance of the Beast “Beasts, Cats, Dogs, Dinosaurs, Frog, Bear”

Alliance of the Abyss “Demons, Devil, Horrors”

Alliance of the Skullduggery “Rogues, Pirates, Kor, Praetor "Phyrexian”

Alliance of Decay “Ooze, Fungus, Plants, Insects”

Alliance of Magic “Wizards, Priests, Warlocks, Clerics”

Alliance of Mechina “Golems, Myr, Servo, Thopter, Servos, Necrons”

Alliance of the Divine “Gods, Angel”

Rules

  1. Decks
    1. You will choose your tribe and your commander. Decks must be $100 or less in value.
      1. The deck composition can change week to week however your tribe and your commander must stay the same. You are also required to have a Moxfield printout with TCGplayer buy price at $100 or less. This allows you to build multiple versions of your tribal deck. For example, you could have a deck built for raiding, a deck built for defense and so on.
        1. You can have blended creature types if they share the chosen tribal keyword. Example Human Tribal can have Human Wizards, Human Warriors and so on as they still share the Human Creature Type.
            1. You can have blended creature types if they share the chosen tribal keyword. Example Human Tribal can have Human Wizards, Human Warriors and so on as they still share the Human Creature Type.
              1. You can also run Tribal Humans and have an Angel, if the Angel has Human specific mechanics. Example Angel creature with mechanic: Human Soldiers get +1/+1
      2. Alliances
        1. Alliances are made up of various tribes that share some form of ideology, goal, or kinship.
        2. If multiple players of the same alliance are at the table, it forms a “Bolstered Allied Front” which comes with perks.
          1. Tap 3 Mana, until the end of your next turn. Any tribal specific bonus from permanent or spells cast gain the key word “Creature type of allied players tribe as well.”
          2. Until all other opposing alliances are defeated, your Bolstered Ally does not count an opponent.
        3. Prize pool and Alliance Coffers. There will be 2 packs per entry. 1 pack will go into the main league prize pool, the other will go into your Alliance Coffers. Packs remaining in your coffers at the end of the league will be divided amongst alliance members.

 

  1. Unexpected Allies: Two when multiple opposing alliances find themselves outnumbered by a single opposing alliance “A bolstered Allied Front”, a temporary alliance may form by the two outnumbered opposing allies.
    1. Tap 4 Mana, until the end of your next turn. Any tribal specific bonus from permanent or spells cast gain the key word “Creature type of allied players tribe as well.”
    2. In addition to casting tap 3 mana, until the end of your next turn. Any tribal specific bonus from instance or sorceries cast gains the key word “Creature type of allied players tribe as well” For static effects by permanents on the board there is a upkeep cost of 2 mana to keep this effect active or activate it.
  2. Allied Resource Points:
    1. Resource Points are earned for your alliance in multiple ways throughout the league and can be used to do various things and gain bonuses.
      1. The Alliance of winning player at each table earns 2 Resource Points.
      2. Successfully beating the opposing alliances as a bolstered allied front earns 2 Resource Points.
  • Successfully defeating a bolstered allied front earns 1 Resource Point for each alliance in the temporary alliance.
  1. Ending the game with 10 treasure tokens on the battlefield earns 1 Resource Points for your Alliance.
  2. Ending the game with 10 Food tokens on the battlefield earns 1 Resource Points for your Alliance.
  3. Ending the game with 10 Powerstone tokens on the battlefield earns 1 Resource Points for your Alliance.
  • At the end of each main league game 10% of points earn
  1. Resource Points Table
    1. Cost 8, Expedition Your Alliance has a found a clue they may lead to a powerful artifact / enchantment.
      1. A designated member of the alliance will spin the Expedition Wheel. This may result in obtaining a sacred artifact for your faction. Each alliance can hold up to 2 usable sacred artifacts or enchantments before having to bury an artifact when obtaining a new one.
      2. Sacred artifacts owned controlled by a Alliance will be hidden until exposed in game by a the cards being played.
      3. Sacred Artifacts
        1. Gaea’s Cradle
        2. Maskwood Nexus
        3. Doubling Season
        4. Anointed Procession
        5. Black Lotus
        6. Heralds Horn
        7. Cavern of Souls
        8. Door of Destinies
        9. Teferi’s Protection “This also allows you to avoid 1 raid as long as the sacred artifact has not been revealed and is still hidden.”
        10. Gemstone Idol: Usable once and is declared during council, it is then destroyed. Each player in the alliance starts with 1 treasure on the board
        11. Earthen Idol: Usable once and is declared during council, it is then destroyed. Each player in the alliance starts with one basic land from their deck, on the battlefield.
        12. Ramparts Idol: Usable once and is declared during council, it is then destroyed. Each player in the alliance starts with a 0/5 wall with reach.
      4. Cost #5, Raiding, you can raid another Alliance to attempt to steal or bury another alliance’s artifacts. Both Attacking and Defending Alliance must come to an agreement of battle size. 2v2 or 3v3. 1v1 is only permitted when either alliance only has 1 member.
        1. Raids must be declared during the primary day of the league, and you have until the following primary league day to have your raid game. If the attacked alliance fails to show up to defend against the raid, the raiding party wins. Upon winning a raid, the raider chooses an artifact to steal or bury. Buried artifacts return to the while of expedition.
  • Cost #3, Bolster the defenses. Defending Alliances may use resource points to bolster the defenses. Bolstering gives the defending players the following: 1 basic land for each defending player on the board, 1 food token, 1 treasure token.
  1. Cost #10, Changeling Mercenaries, player within the alliance can have up to x changelings. This can be purchased x times.
  2. Cost #5, Pillage, you can pillage another Alliances Coffers, taking 1 random pack. Both Attacking and Defending Alliance must come to an agreement of battle size. 2v2 or 3v3. 1v1 is only permitted when either alliance only has 1 member. 
    1. You may pay this cost in addition to the cost of raiding to steal both a artifact and pack.
  3. Current Cost based on theoretic max Resource Points earn of 18/17 per week. Based on 3 players In a alliance, Having one player take 1st place in their pod that week (2 Rp), One player(s) winning as a bolstered allied front (2 rp) or defeating a bolstered allied front (1 RP), each player(3) ending with 10 treasure (3 rp), each player (3) ending with 10 Food (3 rp), each player(3) ending with 10 Powerstones. 2 players ending with 15-20 league points for the night (2 rp each (4rp). One player ending with less then 15 league points (1 rp). It is much more likely the average RP gain will be 8-12 rp earned per week.
  1. Tribal Council:
    1. Prior to the start of each commander night, each alliance will declare raids/pillaging and expand resource points. Tribes will make these announcements in order based on total League points. Greatest to lowest. The points of each alliance member will be totaled to give the Alliance total league points.