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MTG Commander League Overview:
Entry Fee: $100
The entry fee includes a preconstructed Commander deck of your choice (or one selected by the organizers if you prefer a random deck).
The league will run for 12 weeks.
Deck Composition:
Each player begins with a preconstructed Commander deck (official Wizards of the Coast decks or a selection of custom decks could be provided). The deck must meet the typical Commander deck-building rules:
100 cards total.
One commander card (legendary creature or planeswalker).
No more than one copy of any card (except for basic lands).
League Rules:
Weekly Deck Upgrades:
Every week, players may replace one land card and one non-land card in their deck.
The land card replaced may be any basic or non-basic land.
The non-land card replaced may be any card (creature, spell, artifact, enchantment, etc.).
Weekly Format:
The league plays the Commander format each week.
Players face off in 4-player free-for-all games, with each match being single-elimination for that round.
Each game will be timed (e.g., 90-minute matches) to ensure everyone plays enough games.
Up to 4 games may be played per week, but 2 of your 3 opponents must not be people you have played already this week.
Prizes and Rewards:
The entry fee of $100 will go toward a prize pool that is distributed at the end of the league.
Players accumulate league points every match based on their performance:
1st Place: 6 points
2nd Place: 4 points
3rd Place: 2 point
4th Place: 0 points
In the case of a tie (being eliminated simultaneously) the points are to be added together, and divided evenly between all those eliminated together.
Deck-Building and Upgrade Guidelines:
Starting Deck:
All players will be given the choice between 3 preconstructed decks worth roughly $65-$120 from a recent set of preconstructed Commander decks. They will choose 1, and register their commander. Once chosen, the commander cannot be changed.
Upgrade Week-by-Week:
Week 1: Players start with the deck as-is. The first week will focus on getting used to the preconstructed deck, understanding how to strategize with it, and planning upgrades.
Weeks 2-8: Players can begin replacing one land and one non-land card per week. The upgrades may involve:
Lands: Trading basic lands for more efficient non-basics or lands that help with mana fixing.
Non-Lands: Replacing cards that don't synergize well or are underperforming with stronger or more strategic options. Cards to look for could include:
Staple Commander cards (like tutors, board wipes, or card draw spells).
Theme-specific cards that improve synergy (for example, adding more ramp cards for a fast deck or cards that enable your commander’s abilities).
Players are encouraged to:
Make gradual improvements rather than drastic changes to the deck each week.
Avoid overpowered cards that would break the format (staying within budget).
Card Limitations:
Cards must be legal in Commander and fit the deck's color identity (based on the commander).
Weekly Themes & Points System:
Week 1: Ramp Week
Theme: Focus on mana acceleration and ramp strategies.
Bonus Points:
+1 Point: For each ramp spell played (mana acceleration) — only once per game.
+1 Point: For each permanent that produces more than one mana — only once per game.
+1 Point: For having at least 5 mana available by turn 5.
Elimination Rule: Lose 1 point for eliminating the player with the fewest overall league points at the table.
Week 2: Tribal Week
Theme: Focus on tribal synergies and creature types.
Bonus Points:
+1 Point: For each creature of your chosen tribe that survives when you are eliminated or when you win.
+1 Point: For controlling at least 3 creatures of the same tribe at any point in the game.
+1 Point: For controlling a tribal synergy card (e.g., anthem, lord, or tribal tutor) that boosts your tribe.
Elimination Rule: Lose 1 point for eliminating the player with the fewest overall league points at the table.
Week 3: Aggression Week
Theme: Focus on attacking and aggressive strategies.
Bonus Points:
+1 Point: For each time your commander attacks a player.
+1 Points: Per longest consecutive turns where you dealt combat damage to a player.
+1 Point: For successfully attacking and reducing a player's life total by 10 or more in a single turn.
Elimination Rule: Gain 2 points for eliminating the player with the highest overall league points at the table.
Week 4: Control Week
Theme: Control strategies, such as countering spells, removing threats, and managing the game.
Bonus Points:
+1 Point: For each counterspell cast.
+1 Point: For each artifact/enchantment destroyed.
+1 Point: For each form of removal used during the game. (Artifact, Enchantment, Sorcery, Instant, etc)
Elimination Rule: Lose 1 point for eliminating the player with the fewest overall league points at the table.
Week 5: Spellslinger Week
Theme: Focus on instants and sorceries, building around spellslinging.
Bonus Points:
+1 Point: Per your highest storm count during the game (number of spells cast in a single turn, without copies).
+1 Point: For successfully casting a spell that interacts with other spells (e.g., copying, cascading).
+1 Point: For each creature you control that has prowess when you exit the game
Elimination Rule: Gain 2 points for eliminating the player with the highest overall league points at the table.
Week 6: Graveyard Week
Theme: Focus on graveyard synergies, reanimation, and recursion.
Bonus Points:
+1 Point: For each creature card reanimated.
+1 Point: For each non-creature, non-land card (artifact, enchantment, planeswalker) is brought back from the graveyard to your hand.
+1 Point: For having your graveyard be at least half the size of your library at any point during the game.
Elimination Rule: Lose 1 point for eliminating the player with the fewest overall league points at the table.
Week 7: Artifact Week
Theme: Build around artifacts and artifacts' synergies.
Bonus Points:
+1 Point: For each artifact you control when you exit the game.
+1 Point: For the first time you use an artifact to target another artifact.
+1 Point: For activating an artifact’s ability that directly impacts the game. (At table or judge discretion)
Elimination Rule: Gain 1 point for eliminating the player with the highest overall league points at the table.
Week 8: Combat Week
Theme: Focus on combat and dealing damage.
Bonus Points:
+1 Point: For each time you deal combat damage to a player.
+2 Points: For attacking and reducing a player's life total to less than half in one turn.
+1 Point: For successfully attacking with creatures of 5 or more power.
Elimination Rule: Lose 1 point for eliminating the player with the fewest overall league points at the table.
Week 9: Combo Week
Theme: This week celebrates enchantments, from enchantment creatures to enchantment-based synergies and win conditions. Players are encouraged to build decks that use enchantments as their primary tool for gaining value, controlling the board, and achieving victory.
Bonus Points:
+1 Point: For controlling 3 or more enchantments at the end of your turn.
+1 Point: For casting or resolving an enchantment that has a significant effect on the game (e.g., "Rhystic Study," "Darksteel Mutation," "Leyline of Anticipation").
+2 Points: For using an enchantment as a win condition (e.g., "Helm of the Gods," "Utopia Sprawl," "Sigarda’s Aid").
+1 Point: For enchantment synergies, such as cards that gain value from enchantments or enchantment-based combos (e.g., "Enchanted Evening" + "Opalescence").
+1 Point: For using enchantment removal or disrupting opponents' enchantment-based strategies (e.g., using "Auratog," "Krosan Grip," "Destructive Revelry").
Elimination Rule: Lose 1 point for eliminating the player with the fewest overall league points at the table.
Week 10: Big Creature Week
Theme: Focus on playing large creatures (creatures with power 7 or more).
Bonus Points:
+1 Point: For each creature with power 7 or greater that you control at any point in the game.
+2 Points: For casting a creature with power 10 or greater.
+1 Point: For having 3 or more creatures with power 5 or greater on the battlefield.
Elimination Rule: Lose 1 point for eliminating the player with the fewest overall league points at the table.
Week 11: My Commander Week
Theme: Build around your commander’s abilities and maximize its use.
Bonus Points:
+1 Point: For activating your commander’s abilities 3 or more times.
2x Points: For winning the game by utilizing your commander’s effect.
+1 Point: For any unique interaction involving your commander that impacts the game.
Elimination Rule: Gain 2 points for eliminating the player with the highest overall league points at the table.
Week 12: Final Push Week
Theme: Double points week! Players earn double points for both performance and theme-related bonuses.
Bonus Points:
All previous week's bonus points are doubled this week.
Elimination Rule: Lose 8 points for eliminating the player with the fewest overall league points at the table. Gain 8 points for eliminating the player with the highest overall league points at the table.
Top 8 Tournament Weekend:
After 12 weeks of league play, the Top 8 players based on total league points will be invited to a single-elimination tournament over the weekend.