![]() Note: Damage to all monsters includes all enemies, other players in PvP, and yourself. Some items may be missing this tag, so please comment if you see any. Check the wiki for more details if this tag applies. (HM) = Obtaining the item requires a Heromart purchase, or, it requires some amount of Heropoints to be spent. Some gear from Collection Chests are also sold as individual pieces, but they don't always have the boost. 104.3j: In a Commander game, a player who's been dealt 21 or more combat damage by the same commander over the course of the game loses the game. Effect damage, like Chandra, Fire of Kaladesh, is never commander damage. In addition, commander damage only ever includes combat damage. (CC) = The gear comes from a 10000AC Collection Chest. Damage causes life loss, but life loss is not damage. If you were to buy the required AC items, then you could obtain this item and resell the AC items within 24 hours of purchasing, for a refund of 90% of their AC value. (AC*) = The item itself doesn't cost AC, but obtaining it requires other items which must be purchased with AC. Weekly Sale Dominaria United MTG Singles MTG Sealed Products Gaming Supplies Gift Certificates Lots & Collections. Somehow this turned into the rumor of everyone hates Commander damage. Souls Fire: Target creature you control deals damage equal to its power to any target. Mark Rosewater, who has nothing to do with the rules of Commander, said on a podcast that if he were in charge (again, hes not) he would consider removing it, if data showed that it wasnt a big factor. (Legend*) = The item itself is non-Legend but due to its requirements, it can only be obtained by Legends. Why is everyone against Commander damage No one actually is. Against everyone else you will still be doing good or okay damage. You will do poor damage against Flexile, Smelter, OIK, Lost Sinner, LKG, Demon of Song, Gank Squad (for some reason), Dragons, Fume and Allone. an attack that normally deals 500 damage will deal 1132.5 damage) Set: Commander Legends Type: Instant Rarity: Common Target creature you control deals damage equal to its power to any target. Target creature you control deals damage equal to its power to any target. You will do great damage against Chariot, Najka, Freya, Dragonriders, Rat bosses, and Aava. When additionally equipping Sepulchure's Original DoomKnight Armor with a +50% damage boosts to Humans, your damage against a Human is then calculated as 151 x 1.5 = 226.5% Damage an attack that normally deals 500 damage will deal 500 damage)Įquipping a Necrotic Sword of Doom with a +51% damage boost to All Monsters is calculated as 100 x 1.51 = 151% Damage. when you kill a monster that normally drops 500 Gold, you will receive 1250 Gold) when you kill a monster that normally drops 500 Gold, you will receive 500 Gold).Ī Cape with a +25% Gold is calculated as 100 x 1.25 = 125% Gold Gain.Īnd then additionally using a timed boost for +100% Gold is calculated as 125 x 2 = 250% Gold Gain. Q: Do timed boosters stack with boosts on your equipment? If either target is an illegal target as Soul's Fire resolves, no damage is dealt. For example, if you equip a Helmet with +5% Experience, then equip a Cape with +3% Experience, the Capes +3% bonus will apply, and you must re-equip the helmet to receive its 5% boost instead. Target creature you control deals damage equal to its power to any target. You can obtain boosts by using consumable items that give you a timed boost, or you can wear equipment that gives you a specific boost while equipped.Ī: No, you will only benefit from the last equipment of each type of boost you equip. They can be related to damage, or related to gains in Reputation, Gold, Experience, or Class Points. So remember, while your commanders are a powerful part of your deck’s arsenal, if you want to win with the commander alternate victory method, you’re going to want to start attacking with your commanders (so while something like Rafiq of the Many makes a good command for this victory method, Skeleton Ship would make a poor choice).A: Boosts are a percentage based increase. So while Niv-Mizzet, the Firemind might be a powerful commander, its triggered ability is not considered combat damage, so that trigger won’t count towards that 21 points of damage. Abilities never deal combat damage, even if you use them during combat. Target creature you control deals damage equal to its power to any target. That means only damage assigned and dealt by an attacking commander at the beginning of the combat damage step counts. In addition to the rest of the state-based actions that we have in most Magic games, Commander has an additional one: if, over the course of the game, you have been dealt 21 or more points of combat damage from the same commander, you will lose the game. Today, we’re going to look at one of the unique rules for commander: the commander damage rule (formerly known as “General Damage” when Commander was EDH). ![]()
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