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Tiny Leaders Rules

Tiny leaders is a commander variant that is meant for 1v1 play and multiplayer.

The premise is that all cards in the deck including your commanders are 3 CMC or less. General commander rules are in effect including color identity, a legendary creature (needs to be a legal commander *obvious exceptions to planeswalkers that fit WITHIN the CMC and state can be your commander*), singleton minus basic lands and decks must be exactly 50 cards.

Tiny leaders follow the rule zero premise, with ongoing conversations about what is and is not problematic in the format. It can be a fast-paced exciting format that has near endless brewing potential.

The main differences between Tiny Leaders & Commander are that all cards must be CMC 3 or less, commander damage is non-existent in the format, and life totals are set at 25. Infect totals will stay the same, you will still lose to any normal state-based effects or from not having a card to draw in your library and one vs one games are encouraged. Tiny Leaders also includes a 10 card sideboard.

    - Players begin the game with 25 life. 


    - There is no commander damage in this format


    - Infect life total losses will still occur at 10 counters


    - Commanders begin the game in the Command Zone.

    - While a Commander is in the command zone, it may be cast, subject to the normal timing restrictions for casting creatures. Its owner must pay {2} for each time it was previously cast from the command zone (this is an additional cost).

What is rule zero? In the fewest words possible it's an understanding that decks will be brewed with different game plans in mind. Magic is most fun when everyone playing has the same idea of the kind of game they want. Rule zero is the ongoing conversation between players about what power level they are looking for in a game. Always be open with what your deck can do when finding a pairing. Are you looking for a simple one vs one with your jank white vanilla beaters or are you planning to combo off in your tuned Simic deck? These conversations ensure everyone is always having fun which is the most important part of any game.

The format is community-driven and will not be abandoned as it has in the past. If you have suggestions for the format or are interested in Ban and Restriction conversations or suggestions you can contact us via email.

 The full comprehensive rules can be found below:


 Deck construction :


1 - 50 card decks, including your "Commander(s)"

2 - No more than one of each card (a "Highlander" format - Some cards may have rules text that overrides this restriction - and except basic lands)

3 - No card shall exceed converted mana cost 3

4 - Your commander can be a legendary creature or two legendary partner creatures. As long as it is not on the banned list you are able to play any CMC 3 or less creature as a commander. Planeswalkers are not legal options unless specified in their text. There is no restriction to the number of colors represented in your commander's identity.

5 - Each card must not contain mana symbols not present in their Commander's Colour Identity

6 - A sideboard with exactly 10 cards can be used (you may not change your commander between games) 

7 - A Ban List is applied to handle the natural power of the format itself.

8 - There are two variations of tournament play One vs One and Chaos multiplayer.

The first will be a one on one format, with the standard magic rule of the first player to reach two wins

9 - Use the standard "London mulligan"

rule 103.4: Each player draws a number of cards equal to their starting hand size, which is normally seven. (Some effects can modify a player's starting hand size.) A player who is dissatisfied with their initial hand may take a mulligan. First, the starting player declares whether they will take a mulligan. Then each other player in turn order does the same. Once each player has made a declaration, all players who decided to take mulligans do so at the same time. To take a mulligan, a player shuffles the cards in their hand back into their library, draws a new hand of cards equal to their starting hand size, then puts a number of those cards equal to the number of times that player has taken a mulligan on the bottom of their library in any order. Once a player chooses not to take a mulligan, the remaining cards become that player's opening hand, and that player may not take any further mulligans. This process is then repeated until no player takes a mulligan. A player can take mulligans until their opening hand would be zero cards.

10 - If your commander would be put into your graveyard, library, hand, or exile from anywhere, you may return it to your command zone instead. This is represented in the following rule


903.9a If a commander is in a graveyard or in exile and that card was put into that zone since the last time state-based actions were checked, its owner may put it into the command zone. This is a state-based action


As well as


903.9b If a commander would be put into its owner’s hand or library from anywhere, its owner may put it into the command zone instead. This replacement effect may apply more than once to the same event.


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