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Commander / Tiny Leaders

Commander , Elder Dragon Highlander (EDH) , Singleton  & Tiny Leaders are game formats for Magic the Gathering.

We at Xtreme Games support & encourage our customers & friends to build decks for free play in our store.

Here is Commander  in a nut shell

The Deck must be exactly 100 cards.

Besides basic land, you may have no more than one of any card in your deck.

A good average land count for most decks is between 35 – 45.

For EDH one of your 100 cards must be a legendary creature and you can only play cards that match the mana symbols of your Generals colors.

 See below for the official rules.


Tiny Leaders

The Deck must be exactly 50 cards.

Besides basic land, you may have no more than one of any card in your deck.

A good average land count for most decks is between 16 – 20.

One of your 50 cards must be a legendary creature and you can only play cards that match the mana symbols of your Generals colors.

All Cards including your Leader can have a coverted mana cost of 3 or less. 

See below for the official rules.


Deck Construction Rules

1.     Players must choose a legendary creature as the "General" for their deck, in advance, and check with the coordinator of the whichever group they will be playing with. No two players may have the same general in the same game, and no player may have anyone else's general in their deck. Allocation of generals is first come, first serve. Within a given group, generals are preserved between meetings/games so that one's deck can remain consistant.

2.    T he general's mana cost dictates what mana symbols may appear on cards in the deck. A deck may not generate mana outside it's colors; anything which would generate mana of an illegal color generates colorless mana instead.

Example: If you were play Phelddagrif (Casting cost 1UWG) as your General, your deck may not contain any red or black cards; no card in such a deck may contain red or black mana symbols or hybrid mana symbols ( Talisman of Dominance, Life//Death and Boros Guildmage are not allowed. Degavolver is doubly bad).

3.    An EDH deck must contain exactly 100 cards, including the general.

  • Coloured mana symbols which may appear in an EDH deck are restricted to the colours appearing in the General's mana cost.
  • Lands whose type includes swamp, island, plains, forest and/or mountain (e.g.: basic lands, shocklands, dual lands, Shadowmoor special-basics, etc) DO contain the corresponding mana symbol(s) as per CR 305.6. As such, they may not appear in a deck unless the General is of the corresponding colour(s).
  • While Hybrid mana symbols may be played with either colour mana, they count as both colours. As such, they may only be played with a general which is ALL of the hybrid mana symbols' colours.
  • Basic land words (swamp, forest, etc) in the text box of a card do NOT represent a coloured mana symbol. They are not restricted to generals of the same colour.

4.    With the exception of basic lands, no two cards in the deck may have the same English name.

5.    EDH is played with vintage legal cards, with the exception that cards are legal as of their set's prerelease

See below for Two Headed Giant Rules.



Play rules

6.     If a player suffers 21 points of combat damage from a single general, they lose. This is an additional state based effect, similar to poison counters, but separate and specific to each general. This damage cannot be healed or undone, even if the creature is removed from play temporarily. Damage done by a creature under someone else's control is still counted towards the 21 point limit for that creature and defender.

7.    All generals are removed from the game before shuffling at the start of the game.


  1. While a General is in the command zone, it may be cast. As an additional cost to cast a General from the command zone, its owner must pay {2} for each time it was previously cast from the command zone. (ie: it costs 6WW to cast for the third time.)  General is still subject to the normal timing restrictions for casting creatures (unless it has Flash or some other affect allows it to be played at another time, such as Vedalken Orrery)

9.    If a general would be put into a graveyard from anywhere, it's owner may remove it from the game instead. (This is a replacement effect.. the creature never goes to the graveyard and will not trigger abilities on going to the graveyard) Generals will move to the library or hand as normal; only transitions to Exile or the Graveyard may be replaced.

10.    Players begin the game with 40 life.

11. Generals are subject to the Legend rule; they will be put into the graveyard or command zone at the same time as any other Legendary creatures with the same name.


Card specific rules

12. Abilities which refer to other cards owned outside the game (Wishes, Spawnsire, Research, Ring of Ma'ruf) do not function in EDH unless the optional sideboard rule is in use. If sideboards are used, wishes and similar cards may retrieve sideboard card

13.    Karakas's ability does not return a General to its owner's hand.

14.    R
une Tail, Kitsune attendant flips when his controller's life total is 60 or higher.

Optional rules for EDH 

  1. EDH Sideboards

    Rather than filling every deck with banal responses, it is preferable to allow some flexibility in the composition of a deck.


    • Players may bring a 10 card sideboard in addition to their 99 cards and 1 General.
    • After generals are announced, players have 3 minutes to make 1-for-1 substitutions to their deck.
    • Any cards not played as part of the deck may be retrieved by "wishes".


    Highly tuned threats piloted by skilled opponents mandate efficient answers. The minimum number of response cards required to ensure they are available in the early turns can easily overwhelm the majority of an EDH deck's building space.

    Sideboards allow players to respond to the "best" strategies in a timely fashion . They should be strongly considered as a necessary defense against brokenness and degeneracy in an EDH environment where no gentlemans agreement on style of play exists.


  • League Play - League Play EDH rules are used for organised EDH tournaments. Each player picks a General for the duration of the league. Generals are picked on a first-come, first-served basis and no two players may pick the same general. In addition, a player may not use the General of another player in his or her deck. If a deck contains the General of another player, it should be swapped out before the game.
  • Open Play - Open Play EDH rules are used for games between opponents who do not routinely play together. Under Open Play rules, Generals are not subject to the "legend rule". If a General and a non-General creature with the same name are in play, only the non-General is put into the graveyard by state-based effects. If two or more players have the same General and both creatures are in play, neither creature is put into the graveyard.


 The following is a list of cards which, in addition to the regular Vintage banned list, are banned in EDH. - Updated 7/12/2015

The following cards are banned in Vintage tournaments:


Additionally the following legends should not be used as a General:


 BANNED Cards List

This is the Standard Banned list for Most EDH Players 





Two-Headed Giant Constructed Format Deck Construction

Two-Headed Giant Constructed decks must contain a minimum of sixty cards. There is no maximum deck size; however, you must be able to shuffle your deck with no assistance.

Two-Headed Giant uses the Unified Deck Construction rules. With the exception of basic land cards, a team's combined decks may not contain more than four of any individual card, counted by its English card title. (For example, if one player is using four Naturalizes in a Multiplayer Constructed event, no other player on that team may have a Naturalize in his or her deck.) Sideboards are not allowed in Constructed Multiplayer tournaments.

If a card is restricted in a particular format, no more than one of that card may be used by the team. No players may use cards that are banned in a particular format.

In addition to the above rules, the following card is banned in Constructed Two-Headed Giant tournaments:





Tiny Leaders

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.

Deck Construction Rules

1. Players must choose a Legendary creature with a converted mana cost of three(3) or less to be their Leader. This includes the Tiny Leaders only cards of Dega, BUG, and Patriot.

2. A  Leader’s colour identity determines what colours are available for inclusion within a deck. Only colourless cards and cards that share the Leaders colour identity may be included within a Tiny Leader’s deck.

3. Only coloured mana that shares a colour identity with the decks Leader may be produced. If a colour is produced that is not of your Leaders colour identity, that mana is instead colourless. As an example: if your Leader is Isamaru (W), the only coloured mana that may be produced by your deck will be white mana, any other mana produced will be colourless.

4. A Tiny Leaders deck is fifty(50) cards including the Leader.

5. This is a highlander format. That means that with the exception of basic lands, no two(2) cards may have the same English name.

6. Tiny Leaders is played with the Vintage legal cards excluding those on the Tiny Leaders Banned List. Cards are legal as of their printed release date.

7. Tiny Leaders has two mulligan options: The Paris Mulligan, where if you do not like your opening hand you may shuffle it back into your deck and draw one less card. This process can be repeated in turn order until no more mulligans are taken; and a variant of the Partial Pairs Mulligan, where players may exile their hand and draw one fewer card, then shuffle the exiled cards into their library.

8. While a Leader is in the Command zone it may be cast using the normal timing restrictions for a creature.  It costs an additional {2} to cast for every time a Leader was previously cast from the Command zone. If a Leader would be put into a graveyard or exile from anywhere, its controller may choose to put it into the Command zone. This is a replacement effect.

9. Players begin the game with 25 life.

10. There is a sideboard of 10 cards allowed. Cards that reference cards from outside the game may only find cards within your sideboard.

11. A game of Tiny Leaders is won when a player is reduced to zero(0) life, is forced to draw a card and is unable to, or receives ten(10) poison counters.





Additionally the following legends should not be used as a General:

  • Erayo, Soratami Ascendant
  • Edric, Spymaster of Trest
  • Rofellos, Llanowar Emissary
  • Derevi, Imperial Tactician

Tiny Leaders BAN LIST: updated 7/12/2015

  • Ancestral Recall
  • Black Lotus
  • Channel
  • Chaos Orb
  • Contract from Below
  • Counterbalance
  • Crucible of Worlds
  • Dark Depths
  • Darkpact
  • Demonic Attorney
  • Earthcraft
  • Falling Star
  • Fastbond
  • Glimpse of Nature
  • Grindstone
  • Karakas
  • Library of Alexandria
  • Mana Crypt
  • Mana Drain
  • Mental Misstep
  • Mind Twist
  • Mishra’s Workshop
  • Mox Emerald
  • Mox Jet
  • Mox Pearl
  • Mox Ruby
  • Mox Sapphire
  • Shahrazad
  • Skullclamp
  • Sol Ring
  • Sword of Body and Mind
  • Time Vault
  • Time Walk
  • Timmerian Fiends
  • Tolarian Academy
  • Umezawa’s Jitte
  • Vampiric Tutor
  • Yawgmoth's Will