NEW GAME FORMAT- EDH MM

by kaleb on 15 October 2020

Command Zone (1 card)

Creatures (1)

Main Deck (1665 cards)

Creatures (1041)

Sorceries (129)


Instants (112)


Planeswalkers (86)


Artifacts (254)


Sideboard (44 cards)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

NEW GAME FORMAT FOR EDH/COMMANDER-
NEEDS TO BE TESTED- feel free to build one of your own.
THIS deck is probably not the most optimal but is a showcase for what is possible.
cards not on this list are not specifically banned or anything.
I just didn't personally choose them.

Its COMMANDER, but with a Middle Man. or MM.
This game mode is for fun, and not to be taken too seriously. It's sort of like archenemy but not exactly.
MM cannot win the game, but all other players are able to lose of course...
MM has 3 lives, and loses a life when dealt lethal commander damage.
Once a life is lost, the command damage count is reverted back to 0 for all instances of command damage affecting MM, and MM becomes "STUNNED". [description of *stunned* below.]
if MM loses all lives, MM forfeits the game.
MM doesn't have a set # of cards in their library.... except can only have 1 of each card in the deck, so no apostles or rats galore.

This format is meant strictly for Cockatrice and the like, [digital cards] but if for some reason, you physically make this deck.... props to you... no seriously props.

MM's deck has many cards, all of which make sense for this game mode.
5 player/ or 4 player or 3 player commander game- with the host as the middle man/ MM
MM has 0 life and is not effected by life, eveyone else has 40 life,
MM doesnt have a life bar. but commander damage still counts towards MM's death...
MM will not start with a hand, instead will Roll a 6 sided die.
THE DICE DICTATES ALLLLLL...
On each of MM's turns, MM places a random land into play from the sideboard.
MM can't draw cards and can't use cards unless they are of the DICE ROLL of that turn. If things need mana to activate, then you need the mana for it... duh.

MM can chose not to swing with creatures.
Lands are in the sideboard and are top-decked 1 per turn.


On other players turns: once per player till it's MM's turn again---MM will Roll a 6 sided dice and flip a coin. Reveal from the top card till revealing the dice roll, then rest go on bottom. Heads will dictate loyalty to MM, Tails will dictate loyalty to the player whose turn it is.


MM's "hand" doesn't exist... if a card would be put into MM's hand, instead stick it
into MM's deck.
MM can not draw cards. Ignore all things that would trigger from MM potentially
drawing cards...

on the opponents turn
roll 6 sided die, and flip a coin [only this first turn, if they have extra turns, that don't count. Till after MM has another unSTUNNED turn.]

THE DICE DICTATES ALLLLLL. The coin is for loyalty. MM is heads.
MM can use abilities of all cards as though they had flash and casts the TOP DECK on that players upkeep. MM casts that TOP DECKd card without paying its cost but as though MM did spend mana.


1=creature & can activate any creatures abilities that MM has.
2=artifact & can activate any artifct abilities that MM has.
3=sorcery or instant, whichever comes first.
4=enchant & can activate any enchnt abilities that MM has.
5=planeswalker & can activate any plnswlkr abilities that MM has.
6=does nothing this turn...

MM will cast and activate according to whichever you roll, targeting that player or something of theirs if possible. can be negative, can be positive.
If there is nothing for MM to target, MM can choose not to take action for whichever cards have no targets and/or can't pay the mana for...
MM isn't forced to sac things for no reason.

HOW TO DEAL WITH MM--- ultimately someone deals lethal command damage 3 separate times.
RULES= if a player does at least 5 damage to MM in a turn, MM is "DAZED" and can only use half of their permanents rounded down to the nearest even number.
[example: half of 4 or 5 is 2 usable permanents]
MM has 3 lives, and loses a life when dealt lethal commander damage.
Once a life is lost, the command damage count is reverted back to 0 for all instances of command damage affecting MM, and if MM isnt already STUNNED, MM becomes "STUNNED".
*if a player does at least 10 damage to MM in a turn, MM is "Stunned" and can do no other actions that turn, and also MM will skip MM's next combat phase and will do nothing till MM is "unSTUNNED". Players cannot attack or target MM until after MM's next unSTUNNED turn. Once MM is not stunned anymore, MM's permanents phase back in, without triggering any effects. [ they didn't leave the field.] Static effects of MM resume as normal.

***DAZED / STUNNED mechanic also works if MM is milled for 5 or 10, also if a planeswalker MM controls is dealt damage.

How to Play

a game of commander, but an additional person sits in and makes things harder or easier for others depending on the DICE roll of that turn.

The NON-MM players should devise a way to deal with MM, but the players can do whatever they want, they aren't necessarily all on the same team.
Think of the MM as a Game master of sorts, the other players are still playing commander, there is just this super annoying dude in the corner making things easier or harder for them.... the MM might even help them win? or even lose?
The MM is like a force of nature, not looking to win, just doing its thing.

RULE OF THUMB= if a card of yours has multiple options and one of them benefits the opponent, and its their turn, be a pal, and do the positive thing.
When building the deck, no abusing the fact that your deck has no lands... should be obvious. [charbelcher/balustrade spy, milling self cause your deck has no land/etc]

IMPORTANT= if you want to build your own, REMEMBER, you have no life total, so ------NO cards that gain you life, pay life, ect...
Your life total can't change. (You can't gain or lose life. You can't pay any amount of life except 0.)
--- NO HAND, so NO drawing cards for YOURSELF. you can make the opponents draw, or if it says may, then it's fine.
If something would be placed in your hand, throw that sheez in your deck instead, on the bottom then shuffle.

NO max deck size, but for your own sanity, i suggest a few hundred tops... not like this deck here....

Roll 6 sided die each turn, then MM TOP decks and then uses whatever #.
THE DICE IS GOD...
if its a different players turn, flip a coin:
heads is loyal to MM, Tails loyal to that player.
TOP-DECK, and then able to cast and use all abilities of that card type as though they had flash---
ROLL a:
1= creature
2= artifact
3= sorcery / instant
4=enchantment
5=Planeswalker
6=none

HOW TO DEAL WITH MM---ultimately someone deals lethal command damage.
RULES= if a player does at least 5 damage to MM in a turn, MM is "DAZED" and can only use half of their permanents.

*if a player does at least 10 damage to MM in a turn, MM is "STUNNED" and can do no other actions that turn, and also MM will skip MM's next combat phase, this effect can trigger only once till MM's next turn, it does not stack.

***DAZED / STUNNED mechanic also works if MM is milled for 5 or 10, also if a planeswalker MM controls is dealt damage.

DAZE/STUNNED: Losing life doesnt = damage, nice try.

MM can not lose the game from the effects of cards that say a player loses the game.
[nice try]

SIDE NOTES=
YES- MM can attack on their turn, YES MM can block any turn, doesnt require DICE roll in order to save yo damn self.

NO- X costs in the deck, NO kicker costs, discard effects, morph, mutate, cycle, explore, Hellbent, bestow, evoke, emerge/ect. [you dont have a hand...remember?]
Try to avoid tutors, kinda defeats the purpose of the deck, and you might take a billion years finding shit.

if an effect is related to MM's hand, it is void.
[if cast from hand effects are void, the spell or card can still be played though...]
If an effect is related to MM's life total/ gaining or losing life, it is void.
[extort][Death's Shadow]
NOTE= if someone bounces a land, its put into your LAND DECK/SIDEBOARD instead.
If someone tries to search MM's deck for land, that effect is void.

MM's Lands can go in the graveyard.

Cards that are dual or hybrid card types work well in the MM's deck, such as: adventures, gods, artifact creatures /ect.
Enter battlefield effects are good. Cast spell on other people's turns effects are good. changelings might be good.


My personal house RULES= The MM is essentially the Game Master of the match.
if a player casts 20 spells in a single turn, they lose the game.
if a player takes more than 3 turns, they lose the game.
if a player draws more than 20 cards and it was their own effect/card, not an opponent forcing them to, they lose the game.
if a player has more than 3 combat steps in a single turn, they lose the game.
if a player gains more than 100 life in a single turn over multiple instances...[ +1 +1 +1 ect...]
if a player forces others to lose more than 20 life in a single turn over multiple instances...[ -1 -1 -1 ect...]
if a player takes longer than 25 minutes in a single turn, they lose the game.
if a player searches their deck for up to 10 cards...
[subjective to MM opinion]
Overall, just try to be reasonable people...

Deck Tags

  • New
  • game mode
  • EDH
  • Commander
  • Archenemy
  • custom

Deck at a Glance

Social Stats

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Mana Curve

Mana Symbol Occurrence

465355388491428

Deck Format


Commander

NOTE: Set by owner when deck was made.

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Legal in Vintage
  • Not Legal in Legacy

Deck discussion for NEW GAME FORMAT- EDH MM

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