The Commander: Scenarios Rules

Scenarios is a variant of Commander designed to be played by a single player. Scenarios are highly customizable, and can easily be altered given the power level of the player’s deck. All scenarios, however, will adhere to the following rules:

The Scenario Decks - Create three separate decks for the scenario. Do not include basic lands. These decks will provide the cards to oppose the player. Use your own discretion to determine which cards best fit each of the decks. All decks may only include one copy of any card. Scenarios utilize the Commander Ban List. Cards used by the scenario do not pay mana costs for spells, so any lands included in the scenario decks should be chosen for gameplay abilities and not for mana production.

Basic Deck (30-40 cards) - This deck will hold lower power level cards. These cards should not have a significant effect on the battlefield, but help build momentum for the scenario. Example cards for the Basic deck would be creatures such as Llanowar Elves, Diregraf Ghoul, etc. Common removal cards such as Doom Blade, Unsummon, or Lightning Bolt also fit here.

Midrange Deck (15-20 cards) - This deck represents the next step up in power level. These cards can help advance the game for the scenario. Cards like Decimate, Vindicate, Thought-Knot Seer, and Geist-Honored Monk fit this category.

Endgame Deck (10 card maximum) - This deck contains cards that have a significant effect on the game,  and possess the ability to end the game in short order. Wrath of God, Rise of the Dark Realms, and Blightsteel Colossus all fit this category. 

During gameplay, the Scenario deck will use a graveyard that combines cards from all three decks.

Scenarios may include one special rule that will remain in effect for the entirety of the game. These rules are meant to add an extra challenge for the Player. For example, in a goblin-themed scenario, a potential Special Rule could read, “Whenever the Scenario plays a card from the Midrange Deck, it also casts a copy of Dragon Fodder.”

It is recommended that scenario decks be kept to a single color, but any color combinations can be used to build the decks.

Requirements for play:
Commander Deck
Basic, Midrange, and Endgame Decks
2 6-sided Dice

Set up the Scenario. Place the Basic Deck and Midrange Deck and the Countdown Die. The Scenario will also have a designated graveyard and a Reserve Zone for any cards drawn during gameplay.

Play - The Player will follow all standard Commander gameplay rules. The scenario begins with the Basic and Midrange deck in play on the scenario side. Place a six-sided die to the side with the six facing up. This will serve as a countdown. After each scenario turn, count down by one. When the counter reduces to zero, remove the die and place the Endgame deck in play. 

The Player will always go first. The Player May mulligan and draw seven cards after drawing his or her opening hand. Play following Commander rules.

After the Player’s turn, the Scenario takes its first turn. Roll the other 6-sided die. One a roll of 1-4, reveal the top card of the Basic Deck and cast it without paying its mana cost. On a roll of 5-6, reveal the top card of the Midrange Deck and cast it without paying the mana cost. Any land cards revealed are automatically put into play.

Until the Endgame Deck enters play, use the following roll chart:
1-4 - Reveal and play the top card of the Basic Deck.
5-6 - Reveal and play the top card of the Midrange Deck

After the Endgame Deck enters play, use the following roll chart:
1-3 - Reveal and play the top card of the Basic Deck
4,5 - Reveal and play the top card of the Midrange Deck
6 - Reveal and play the top card of the Endgame Deck

Just like in the standard Commander Rules, the goal is to deal 40 damage or 21 Commander damage to your opponent. The scenario is treated as the opponent.

The Scenario will follow these rules during the game:

Scenario Creatures - Creatures must attack or use an ability each turn if able. Abilities requiring mana costs may be activated without paying those costs. All Scenario creature abilities may only be activated once per turn. For example, Ezuri, Renegade Leader May use its 2GGG ability once per turnUntapped creatures block attacking creatures if able. Each creature can only block one creature at a time unless card effects instruct otherwise. Scenario creatures block according to power. The highest power Scenario creature must block the attacking creature with the highest power attacking creature. Follow with the second highest power, third highest power, etc.

Planeswalkers - Planeswalkers must use an ability each turn. Assign each ability a value on a 6-sided die and roll to determine which ability can be used. Roll values can only be assigned to abilities that can be cast that turn.

Card Draw and Cantrips - Spells and abilities that would result in a player drawing a card will place those cards in the Reserve Zone. These cards will be played automatically without paying mana costs during the next turn, save for instants that can counter spells or abilities.

The Counter Rule - If the Scenario reveals an instant that can counter a spell or 
ability, it is placed in the Reserve Zone. Place these cards in the Reserve Zone 
if they are drawn by the effects of another card. Counter cards are not 
automatically cast as usual. When the Player plays a spell or ability that can be 
targeted by the Counter, roll a 6-sided die. On a 1-3, nothing happens. On a 4-6,
the Counter is cast targeting the spell or ability.

When the scenario draws a card, it draws first from the Basic Deck. Once the Basic Deck runs out of cards, those cards will be drawn from the Midrange Deck. Once those decks run out of cards, draw from the Endgame Deck. Should all scenario decks run out of cards, the Player wins the game.

Exhausting the Scenario - The scenario decks may run out of cards. If the Basic Deck or Midrange Deck run out of cards, the roll chart will change. The Midrange or Basic Deck will be played on a 1-5. The Endgame Deck still draws on a roll of 6. If both the Basic Deck and the Midrange Deck fun out of cards, the Endgame Deck will play a card automatically without rolling the die. If all three scenario decks run out of cards, the Player wins the game.

If the Player is unable to draw a card, is dealt 40 damage, or would lose the game to a card effect, the Player loses the game.

Scenario Unique Game Mechanic Rules:
Targeting Creatures and Planeswalkers: When a card targets a creature or Planeswalker, and has multiple legal targets, the Player must randomly determine the target. This may be accomplished by rolling a die, shuffling up the target cards face down and revealing one, etc...This is the card that will be targeted. The Player May also choose the target based on strategic value.

X Cost Cards: Cards that include X in their casting costs or abilities just choose creatures, artifacts, or cards in the graveyard. X will be equal to the number of creatures in play, the number of artifacts in play, or the number of cards in the graveyard. The player must choose at the beginning of the game, as each option presents various levels of power. 

Kicker: Any cards in the Basic Deck that include a Kicker Cost will ignore the Kicker effect. Any cards with Kicker in the Midrange and Endgame Decks will apply the Kicker when played. Multikicker effects are only applied once, resulting in two instances of the card effect being played.

Split Cards: When a splint card is played, assign each side a roll value 1-3 and 4-6, then roll a 6-sided die to determine which half will be played.

Bestow: If there is a creature the scenario controls that can be targeted by an aura, roll a 6-sided die. On a 1-3, the card is played as an enchantment. On a 4-6, the card is played as a creature. 

Buyback: If a card has Buyback, roll a 6-sided die when it is played. On a 1-3, the Buyback effect is not played, and the card goes to the graveyard. On a 4-6, the card goes to the Reserve Zone.

Echo: Echo costs are considered to be paid, and the permanent remains in play.

Entwine: Cards with Entwine may only be played in the Midrange and Endgame Decks. Entwine costs are automatically applied when these cards are played.

Morph: Cards with Morph or Megamorph are played facedown and flipped the next scenario turn.

Manifest: Manifest effects will target cards from the Basic Deck until no cards are left in that deck. It can then target Midrange Deck Cards. If no Basic or Midrange Deck Cards are available, Manifest cards from the Endgame Deck. Manifested cards are flipped and played the next turn.

Overload: Overload effects are only applied if the card was revealed or drawn from the Endgame Deck. Otherwise, the Overload effect will not apply.

Replicate: Replicate Effects occur as follows: If revealed/drawn from the Basic or Midrange Deck, Replicate once. If revealed/drawn from the Endgame Deck, Replicate twice.

Scavenge: Scavenge effects are played once per turn, so long as there are legal targets on the under the control of the scenario.

Sunburst: Sunburst costs are set at 1 color.

Variants:

Boss Fight - While the goal of the Player is to inflict either 40 damage or 21 Commander Damage to the Scenario, the Scenario can also feature a legendary creature to serve as a “boss”. The legendary creature enters the battlefield the same turn the Endgame Deck enters play. The boss has haste, indestructible, and cannot block creatures. The Player must decide at the beginning of the Scenario if the boss will affect the game through attacks or abilities. It may only do one of those things. Spells or abilities that would exile the boss move it to the Reserve Zone. If the Player deals 40 damage or 21 damage to the Scenario, it represents the boss being defeated in battle.



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