MechanicsThe Ring tempts you, explained
Each time the Ring tempts you, you choose a Ring-bearer and your Ring emblem gets stronger, up to four abilities. Here's every level and the rules people get wrong.
3 min read
CommanderCommander damage: how 21 works
Take 21 combat damage from one commander and you lose, no matter your life total. Here's what counts, what doesn't, and how partners, copies and infect change things.
3 min read
CountersPoison counters, infect and toxic
Ten poison counters and you lose, whatever your life total. How infect, toxic and proliferate hand them out, and what changes in Commander and Two-Headed Giant.
3 min read
MechanicsThe monarch vs the initiative
The monarch draws an extra card every end step until someone hits them in combat. Here are the exact rules, what happens when the monarch leaves, and how it compares to the initiative.
4 min read
MechanicsThe initiative, explained
Take the initiative and you venture into Undercity right away, then again every upkeep. Here's how it works, how to steal it, and what happens if you're already in another dungeon.
4 min read
CountersRad counters, explained
Rad counters mill you at the start of your precombat main phase and drain 1 life per nonland card. Here's exactly how they work, how they go away, and how they combine with proliferate.
3 min read
CommanderCommander tax, explained
Each time you cast your commander from the command zone it costs
more. Here's how commander tax adds up, when it doesn't apply, and the cards that get around it.
3 min read
FormatsStarting life in every format
20 in most formats, 40 in Commander, 25 or 30 in Brawl, 30 shared in Two-Headed Giant. The full list of starting life totals, plus commander damage and poison for each format.
3 min read
CountersProliferate, explained
Proliferate adds one more of each kind of counter to any permanents and players you pick. How it works, what you can and can't proliferate, and the tricks Commander players use it for.
3 min read