Monday, 1 December 2014

Frequently Asked Questions


(Updated 12/01/2014)

Q: What's the deal with X spells? Can I play my Genesis Wave, ____ Sun's Zenith?

A: The converted mana cost of a card is the sum of the numbers and mana symbols in the cost.  Cards with X in the cost treat X as 0 when determining the converted mana cost of the card.  Note that the word "card" is used, since the converted mana cost of an X spell (when the card is on the stack) is determined by what value you have chosen for X, plus all other numbers and mana symbols in the cost of the card.

A (short): count the symbols and numbers, treat X as 0. Did you count to 0, 1, 2, or 3? yes? you can play it.

Q: Split cards, do those work?

A: The comprehensive rules have been worded in such a way as to allow for some split cards to be played.  If a split card's individual sections both have a converted mana cost less than 4, it is legal in the format.  Split cards are still subject to the colour identity rules- so be sure that both halves are legal in your deck.

A (short): you can play: Far // Away, Turn // Burn, Night // Day, Dead // Gone, Life // Death, Stand // Deliver, Trial // Error, Rise // Fall, Fire // Ice, Give // Take, Hide // Seek, Illusion // Reality, Profit // Loss, Pure // Simple, Ready // Willing, Supply // Demand, Wear // Tear, Toil // Trouble, Wax // Wane

Sunday, 9 November 2014

11/08/14 Ban List Update

Update--- November 08, 2014

Banlist changes:

Bazaar of Baghdad

Notes: Testing shows no problems with the card, as usual please report inconsistencies- submit decklists that abuse the card, and enjoy your new piece of dredge tech!  

Yours, truly
-The Overlords

Wednesday, 13 August 2014

08/13/2014 Ban List Update

Update--- July 13 2014

Banlist changes:

Unbanned: Serra Ascendant

Notes: Banlist updated to reflect changes made in testing- honestly, we kind of just forgot to take her off the list when life totals swapped to 25 from the original 30 after testing.  Original ban was to save on having to errata the card as it is in the Duels of the Planeswalkers (2012) game.

Have a wonderful day,
 -Your forgetful Overlords

Tuesday, 27 May 2014

05/27/14 Ban List Update

Update--- June 02 2014

Banlist changes:

Unbanned: Limited Resources

Banned: Karakas

Banned as a General: Derevi, Empyrial Tactician

Notes: Limited Resources was found to be not oppressive in 1 v. 1, Karakas was too oppressive a land to include in a legendary themed format, and Derevi proved to be too difficult to beat, as the deck has a very high resilience and very strong statis lock effect.

Thursday, 27 February 2014

plain text rules

Tiny Leaders is the name for an exciting new variant format for Magic: the Gathering with a focus on a competitive versus play. The following information should help you get started into the format and ensure that there is a consistent guideline amongst groups worldwide so that a player can know what to expect.

Format Philosophy

Tiny Leaders came forth from a deck building challenge. Can a smaller, tiny version, of commander exist and would it be different? The answer was an astounding yes. The aggressive curve combined with an indirect power cap created something familiar but so different. The decision was made shortly after to start a competitive deckbuilding challenge centered on this idea.

Comprehensive rules V1.5

906 Tiny Leaders

906.1 – In the Tiny Leaders variant of Magic: the Gathering, each deck is led by a legendary creature designated as that deck's commander. This format’s rules are maintained by an independent rules committee, who can be contacted via email at:; or by direct messaging the Tiny Leaders Facebook page, or Reddit moderators at and respectively.

906.2 – The Tiny Leaders format is a two-player format. It may also use multiplayer rules, in which case the default format is multiplayer Free-for-All, see 806 “Free-for-All Variant”.

906.3 – Each deck has a legendary creature who represents the deck and is accessible to its owner from the beginning of the game. This card is called the commander. This is not a characteristic of the card, rather it is an attribute of the card. A commander that is a copy of another card is still a commander, and a card copying a commander doesn't copy being a commander. This creature also determines which cards may be played in the deck – see 903.4

906.4 Tiny Leaders uses the concept of colour identity (see 903.4 for a complete explanation of colour identity). In short, the colour identity of a card is the colour of each mana symbol on that card, any colour granted by a characteristic defining ability, and the colour of any colour indicators on that card. A Tiny Leaders commander or partner pair may have a maximum of three (3) colours in their colour identity.

906.5 Each Tiny Leaders deck is subject to the following deck construction rules.

906.5a Each deck must contain exactly 50 cards, including its commander(s).

906.5b Each card must have a converted mana cost of three or less. Cards with {x} in their mana cost count X as zero for this purpose. Split cards are legal only if the combined converted mana cost of both halves is 3 or less mana.

906.5c Other than basic lands, each card in a Tiny Leaders deck must have a different English name.

906.5d A card can be included in a Tiny Leaders deck only if every colour in its colour identity is also found in the colour identity of the deck’s commander(s).

906.5e A card with a basic land type can be included in a Tiny Leaders deck only if every colour of mana it could produce is also found in the colour identity of the deck’s commander(s).

906.5f Each player may also have a sideboard (see rule 100.4), which may contain no more than ten cards. The singleton rule (906.5c) applies to both the combined deck and sideboard.

906.6 At the beginning of the game, each player places their commander face up in the command zone where it is visible to all players. Then each player shuffles the cards in their library so that the position of no card can be determined by either player.

906.7 The starting player is then determined by any mutually agreeable random method. Once the starting player has been determined, each player’s life total becomes 25 and each player draws a hand of eight (8) minus the number of cards in their command zone (usually one).

906.8 Players may then mulligan (see 103.4). To mulligan, each player announces their intention to mulligan or keep. If a player keeps, they are not allowed to mulligan further. Each player who chose to mulligan then shuffles the cards in their hand into their library and draw one less card than they shuffled into their library this way. Players who have not yet kept may repeat this process any number of times. After all players have kept their opening hand, any player whose hand contains fewer cards than their starting hand size may look at the top card of their library and place it onto either the top or bottom of their library.

906.8a Players may not choose to mulligan if they have no cards in their hand.

906.9 A player may cast their commander(s) from the command zone.

906.9a Players must pay an additional {2} to cast their commander(s) from the command zone for each time that commander has been cast from the command zone that game.

906.10 If a commander would enter its owner’s graveyard from anywhere or enter the exile zone from anywhere, its owner may choose to place it in the command zone instead.

906.11 If a card is put into the exile zone face-down, and a player may look at that card, that player does so. If that card is a commander owned by another player, that player reveals that card and puts it into the command zone. If that card is their commander, they may reveal it, if they do they may put it in the command zone.

Authors: Matthew Turnbull- Level 2 Judge, Steven Hamonic