Commander League Season 36
Jul 23 – Sep 12
Check the page description for general league info or text us at (509) 404-3111 with any questions.
Themes and Achievements by date: Participation in themes and achievements is optional, but worth league points.
Remember that season end prizes include Foil Promo Packs and Store credit!
July 23 / 25
Team Commander Games: Play a team variant of commander including, but not limited to 2 Headed Giant and Emperor games.
- Sacrifices Must Be Made: In one turn, sacrifice 5 creatures and destroy 5 creatures.
- Suicide Bomber: Eliminate all remaining players at the same time (yes this includes you).
- Blackjack: Control two creatures whose total power is exactly 21.
July 30 / Aug 1
Add a Color : You may add a color to your commander’s color identity.
- Solve for the Variable: Resolve two spells or abilities with X in their cost in a single turn (the value of X must be at least one).
- Staying Hellbent!: End your turn without drawing any cards.
- Blasting Cap: Cast a spell or use an activated ability that causes 3 or more triggered abilities to enter the stack at the same time.
August 6 / 8
Lieutenant: Your Commander may be accompanied by a Lieutenant, who can be any Legendary Creature within the color identity of your commander. You can only cast your Lieutenant if your Commander is in play and it has a Commander tax of 1.
- Reward the Devoted: Attack with a God.
- Stop Hammer Time: Win the game during the combat phase before the combat damage step of combat.
- Beware the Kobolds of Kher Keep: Deal combat damage to an opponent with a creature that has zero base power.
August 13 / 15
Middle Earth: Play with a commander from Middle Earth.
- Oops, Wrong Story: Control 9 legendary creatues with different names.
- Smaug’s Hoard: Control at least 5 treasure tokens and one legendary artifact.
- Blessed Were the Historic Adventurers that Departed from the Shire: Have an Enduring Story.
August 20 / 22
Commander Oathbreaker: Select a planeswalker as your commander and an instant or sorcery as that commander’s signature spell. The signature spell follows the same rules as your commander, but with two additional restrictions: It can only be cast while its owner’s commander is on the battlefield and it always returns to the command zone upon resolution, overriding all other effects and rules.
- Plotting Something Big: Cast 3 or more spells from faceup exile in the same turn.
- Blast From The Past: Cast a spell using its Madness or Flashback costs, or pay the additional cost for Kicker or Buyback.
- Master Smashificer: Destroy three or more artifacts in one turn.
August 27 / 29 (Playspace Closed Sat)
Variant Commander Games: Play a variant of commander including, but not limited to Planechase (we have sets available to borrow) or Archenemy. (New ideas, including: Pinata, Cowboy and Mystery Star, will be made available.)
- Probably Overkill: Control a creature with at least three of the following abilities: Flying, first strike, double strike, deathtouch, haste, hexproof, indestructible, lifelink, reach, trample or vigilance.
- Straight Flush: Control 5 creatures of the exact same color or colors with consecutive powers.
- Nephilome: Control a land with exactly 4 basic land types.
September 3 / 5
Do you like Squirrels?: Play with a commander from an acorn-stamped or silver-bordered set. You may use commanders from these sets normally not allowed, and you may include other cards from these sets in your deck if they fit with the theme of your commander. Ensure you check in with your opponents prior to beginning.
- Political Mana Pool: Have an opponent pay for a spell or ability with mana you caused them to generate.
- That Belongs in a Museum: Gain control of an artifact an opponent owns.
- Maze Master: Remove two or more creatures from combat in a single turn.
September 10 / 12
Parlor Wish: Each player will begin the game with a card called Parlor Wish in their command zone. Parlor Wish is a sorcery that costs 3CC (three generic and two colorless). The text of the card reads, “Roll a d100. Draw the appropriate card or cards from the Wish Board, place them on the stack and resolve them immediately. Return Parlor Wish to your command zone. Parlor Wish costs two more mana for each time it’s been cast. Parlor Wish can only be resolved by each player once per round.” We will have a box of cards in numbered sleeves. Every time a Parlor Wish resolves, we will deal out the appropriate card. If it’s a permanent, it will be returned to the Wish Board when it leaves the battlefield. If it’s a non-permanent spell, it will be returned to the Wish Board after it has resolved.
- Shields are Down: Remove hexproof, shroud, or indestructable from a permanent or player.
- Stay-Puff Marshmallow Man: Control a Spirit creature with at least 10 power and 10 toughness.
- Tearing Down the Wall : Kill a creature with 8 or higher toughness with combat damage
September 17 / 19
Trade night as we transition into the following league season.





