We are the Society of Rules, and we are here to ask you a question. Is there not a need for a casual format to play with total strangers at an LGS?
“No!” says the Spike, “There is a need for another competitive format”.
“No!” says the Rudy, “There is a need for another vehicle to sell 20 year old cardboard for tens of thousands of dollars”.
“No!” says the hasbro employe, “There is a need for another way to look good for share holders and show off how bad at game design we are”.
“No!” says the rules committee, “We just do whatever hasbro tells us to do and what the Spikes want if it doesn’t contradict that”.
We rejected those answers; instead, we chose something different. We chose the impossible. We chose... EDh. A format where the you don’t need to spend thousands of dollars for a good deck. Where you can sit down with strangers and not have to worry about the guy who described his deck as “like a 4”. Where the Timmy’s and the Johnny’s would not be constrained by the Spikes and the Rudy’s! And with the sweat of your brow and the cards of your deck, Eat Dick hasbro can become your format as well.

  1. Eat Dick hasbro is designed to promote social games of magic.
    A common vision ties together the global community to help them enjoy a different kind of magic. That vision requires some restrictions on what can be played in order to encourage an enjoyable environment. Enter our enemies “the rules committee”. Everyone of ‘em insists “a gentleman's agreement” and exclusion is acceptable in ending atrocious events and in-turn employ an insufficient bannlist.
    We belive in the cruelty of man and have seen first hand the physical violence that has broken out over disagreements in “what non-competitive means” so we have decided that the only solution is to develope a format that is and will continue to be for people in situations were a general “if you don’t like it make something up amongst yourselves and don't play with people who don't play like you” doesn’t work because the group is ever fluctuating, constantly seeing new faces who do no know the local rules or who just want to pub stomp.
    As it is easier to remove rules on the fly then create rules from nothing this is the most possible rules you could need. Feel free to cut these down before games if all the players agree.
Deck Construction Rules
  1. Players choose a legendary creature as the "Commander" for their deck. Details

    Players may choose any legendary creature as their Commander. Two players in the same game may choose the same Commander, and other players may include that card in their Deck even if it's not their Commander. Commanders are subject to the Legend rule just like any other legendary creature.

    The Commander is the principle around which the deck is built. It is more easily available than other cards in the deck, and decks will ususally want to leverage their Commander's strengths in their plans.

    • Some non-creatures claim in the card text to be able to be Commanders, this is a lie. Only creatures can be Commanders with the only exception being:
    • Some Commanders allow you to have up to two creatures or one creature and one enchantment as your Commander, this is explained more in rule 18.
  2. A card's colour identity is its colour plus the colour of any mana symbols in the card's rules text. A card's colour identity is established before the game begins, and cannot be changed by game effects. Details

    • Lands whose type includes swamp, island, plains, forest and/or mountain (e.g.: basic lands, shocklands, dual lands, Shadowmoor special-basics, etc) also have the corresponding colour identity. As such, they may not appear in a deck unless the Commander is also of the appropriate identity.
    • While hybrid mana symbols may be played with either colour mana, they contribute both colours to the card's colour identity. Therefore they may only be played with a Commander whose identity includes ALL of the hybrid symbols' colours.
    • Basic land words (swamp, forest, etc) and color words (black, green, etc) in the text box of a card do NOT represent a coloured mana symbol. They are not restricted to a Commander of the same colour identity.
    • Reminder text is not included in the colour identity of a card.
    • The back face of a double-faced card is included when determining a card's colour identity.

    Cards in a deck may not have any colours in their color identity which are not shared with the commander of the deck. (The identity of each card in the deck must be a subset of the Commander's) Examples

    A deck with Phelddagrif (Casting cost 1UWG) as the Commander may not contain any cards whose colour identity includes red or black.

    These cards would all be illegal in a Phelddagrif deck:

    Our Phelddagrif couldn't use any of these lands:

    Phelddagrif may not call upon Boros Guildmage for help

    Phelddagrif IS allowed to use:

  3. A deck may not generate mana outside its colours. If an effect would generate mana of an illegal colour, it generates colourless mana instead.

  4. An Eat Dick hasbro deck must contain exactly 100 cards, including the Commander(s).

  5. With the exception of basic lands, no two cards in the deck may have the same english name. Some cards (e.g. Relentless Rats) may have rules text that overrides this restriction.

  1. Eat Dick hasbro is played with Non-unset, Non-silver bordered, Non-3rd party cards (3rd party cards with or that are varients of Non-3rd party cards are allowed). Cards up to Rivals of Ixalan, this will advance with time.

  2. The following is the official banned list for Eat Dick hasbro games:
  3. The folloing cards are Limited, meaning that you may only have one card from the list in the 99:

  4. The following legends are not legal as a Commander:

Play Rules
  1. All players start by drawing 7 cards.
    If all players don't like their hands then everyone shuffles their hand into their library and draws 7 cards, repeate untill at least one player likes his or her hand.
    If you still dont like your hand shuffle your hand into your library and draws 7 cards then if you still don't like it 6 then 5.
    If you still don't like your hand set those cards aside and draw 5 more, repeate untill you have a hand you like and then shuffle all the hands you set aside into your library.

  2. Players begin the game with 40 life.

  3. 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.

  4. If a Commander would be put into a library, hand, graveyard or exile from anywhere, its owner may choose to move it to the command zone instead. Details

    • This is a replacement effect. It applies last and may apply multiple times to an event.
    • The creature never goes to the original destination zone and will not trigger abilities that trigger based on going there (e.g. "dies" triggers).
  5. Being a Commander is not a characteristic [MTG CR109.3], it is a property of the card and tied directly to the physical card. As such, "Commander-ness" cannot be copied or overwritten by continuous effects. The card retains it's commanderness through any status changes, and is still a commander even when controlled by another player.

  6. If a player has been dealt 21 points of combat damage by any Commander during the game, that player loses a game. Details

    • This is an additional state based effect.
    • Commander Damage is cumulative throughout the game; nothing can reduce the amount of damage a Commander has previously done to a player.
    • Because it is a property of the card and not a characteristic of the game object, a card is still the same Commander even if it leaves the field and returns.
    • While effects can raise a player's life total, it doesn't reduce the amount of damage previously taken from a Commander. (eg: Beacon of Immortality)
    • Conversely, combat damage can be reduced, prevented, or replaced as it is taken, in which case it was never dealt and doesn't count towards the total taken from that Commander. (eg: Fog or Captain's Maneuver)
    • Commander Damage is specific to each Commander/Player pairing, not combined across all Commanders.
    • A player can lose if he or she is dealt 21 points of combat damage by his or her own Commander (ie: under someone else's control).
  7. Commanders are subject to the Legend rule; a player cannot control more than one legend with the same name.

  8. Abilities which bring card(s) you own from outside the game into the game (such as Wishes, Companions, Spawnsire of Ulamog, Learning, ect.) do not function in Commander.

  1. All of Partner, Friends forever, Choose a Background, and Background are equivlent. As so long as both of you commanders are of one of those you may have up to 2 commanders and up to 1 of those my be a Background. (Partner with still works as normal)
  2. Because of rule 17 companions cannot bring themselves in from outside of the game. In addition if you want a companion to be your commander you must meet it's Companion requirements.