CCL Rules
Smetch Rat Games
Competitive Commander League
Rules & Points Structure
Placement Points:
Winner: +4 points
Second Place: +3 points
Third Place: +2 points
Fourth Place: +1 point
Fifth Place: +1 point
Tie Games: In the event of a tie, all players that are still in the game gain the lowest point value available for each player. In the event a player removes multiple opponents in the same round, those players receive the next highest score.
Bonus Points:
+1 Player Removal: You earn one bonus point for eliminating an opponent from the game. This can only be earned once per game.
Violations:
Deal Breaker: If you break a deal made with another player, you lose the game instead. (A “Deal” is a specific agreement made with another player. Inability to uphold an agreement does not result in point loss.)
Don't Go Infinite*: If because of an effect of an activated ability, spell, or triggered ability that you control you could demonstrate an infinite or functionally infinite loop, if you activate or trigger an ability in that loop after the 6th in a single turn cycle, you lose the game instead as a replacement effect.
Too Many Turns: If a player directly causes themselves to resolve more than one effect per turn cycle that results in either taking extra turns or controlling an opponent’s turn, that player loses the game instead as a replacement effect.
No Time For Fun: If a player would eliminate one or more opponents from the game before the beginning of the 6th turn cycle, win the game due to an effect before the beginning of the 6th turn cycle, or create a game state prior to the 6th turn cycle that would result in a player losing the game during their next turn before taking any keyword actions prior to the combat step, that player loses the game instead as a replacement effect.
Mass Land Destruction: If a player puts one or more spells or abilities on the stack that would directly cause seven or more nontoken lands of an opponent to leave their control (without replacement) in one turn cycle, that player loses the game as a replacement effect instead. (Bounces, destruction, exile, shuffling into deck, etc)
Hard Lock*: If a player prevents action from opposing players for 3 consecutive turns, that player loses the game at the end of the third prevented turn. Prevented actions include but are not limited to: being able to cast spells, being able to keep more than a 0 card hand, preventing mana generation. If there is a disagreement on what constitutes a hard lock, please seek out a rules manager.
Take Backs: If you wish to take back an action (typically a misplay), so long as the game state has not changed since the action occurred, you may do so without penalty. If the game state has changed, you may only take back an action if the entire table agrees to allow the rewind.
At no point can a player cause another player to violate the rules for any reason. To lose points a player must be directly responsible for the cause of point loss. (For example: If a player casts Expropriate and each opponent votes to give that player an extra turn the player does not suffer a game loss for extra turns.)
Banned and Suspended Cards:
The league operates using the official commander banlist, which can be found on the Wizards of the Coast website.
1. If a player feels that one of the above rules has been violated, or is in need of clarification regarding what constitutes an infinite loop or hard lock, please consult with a member of the league rules committee.