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Can you have 3 commanders with faceless one?

The answer to whether you can have three commanders with Faceless One would depend on the rules and game mechanics of the particular game you are playing. In some games, such as Magic: The Gathering, a player can only have one active commander at a time. In such a case, having three commanders with Faceless One would not be allowed.

On the other hand, some games may allow players to have multiple commanders on the battlefield simultaneously. However, the rules regarding how the commanders interact with each other may differ from game to game. Therefore, it is crucial to check the game rules and mechanics to determine if having three commanders with Faceless One is permissible.

Additionally, it is essential to note that having multiple commanders with the same abilities can be advantageous for players. In some cases, such a strategy can increase the players’ chances of winning as they can effectively use the commanders’ abilities multiple times. However, this tactic may also make a player more vulnerable to certain cards and abilities that target commanders.

The answer to whether you can have three commanders with Faceless One depends on the specific game and its rules. It is essential to understand the game mechanics and consider the benefits and risks of such a strategy before attempting to use it.

Can you have two faceless ones as Commander?

Firstly, it’s essential to understand the nature of the faceless ones and their abilities. If they have complementary skills and attributes that make them ideal for leading together, then having two commanders might be beneficial. However, if their personalities clash or they have conflicting objectives, it could lead to chaos and confusion.

Secondly, having two commanders could potentially create a power struggle between them, disrupting the chain of command and hindering decision-making. It might also affect the morale of the troops if they are uncertain about who to follow or if they sense a lack of unity.

Whether having two faceless ones as commanders is a viable option would depend on several factors such as their abilities, compatibility, and the context of the situation. the decision to have two commanders should be carefully considered and evaluated based on the specific circumstances.

Does faceless one allow you to have 3 commanders?

No, Faceless One does not allow you to have 3 commanders in the game. In fact, the ability of Faceless One only affects creatures that have the ability to be a commander.

Faceless One is a card from the Magic: The Gathering game which has an activated ability that allows you to “Choose a creature card at random from your hand. Reveal that card, then put all copies of it that you control into your hand. That creature gains haste until end of turn.” This means that if you have multiple copies of a creature card in your hand and some of them have the ability to be your commander, you can only select one of them.

Furthermore, the rules of Magic: The Gathering allow players to have only one commander per game. The commander is a unique card that is designated at the start of the game, and it must be a legendary creature. The commander’s color identity determines the colors of spells and abilities that can be played in the deck.

Therefore, it is impossible to have three commanders as it goes against the fundamental rules of the game.

Faceless One’s ability does not allow players to have three commanders as it only affects creatures and the rules of Magic: The Gathering only allow players to have one commander per game.

Can commanders have multiple backgrounds?

Yes, commanders can have multiple backgrounds. In fact, having multiple backgrounds can be advantageous as it allows commanders to draw from different experiences and skillsets to better lead their troops. For example, a commander who has a background in logistics and supply chain management can be paired with a commander who has a background in tactical combat to create a more well-rounded leadership team.

Furthermore, with the increasing complexity of modern warfare, having a diverse set of experiences and skills is becoming more and more important for commanders. A commander who has previous experience in diplomacy or cultural studies, for example, can better navigate complex geopolitical situations and build relationships with local communities.

It is also worth noting that commanders can acquire new backgrounds throughout their careers. For example, a commander who started off as a combat engineer can attend training and gain experience in leadership and management, and thus add a new background to their skillset. This continual learning and development can enable commanders to become more effective over time, leading to better outcomes for their troops and the overall mission.

Having multiple backgrounds as a commander is not only possible but can be highly beneficial. As warfare becomes increasingly complex, the ability to draw upon diverse experiences and skillsets can give commanders a distinct advantage in achieving their objectives. Whether through pairing complementary backgrounds or acquiring new skills throughout their careers, commanders should prioritize seeking out opportunities to broaden their knowledge and experience.

Are backgrounds considered commanders?

Commanders are individuals who possess sufficient authority, power, and influence to direct, manage, and control people and resources in a particular setting, such as the military or a company. They are responsible for making important decisions related to the achievement of specific objectives, overseeing operations, and ensuring that their subordinates comply with established rules and guidelines.

Backgrounds, on the other hand, usually refer to the personal histories, experiences, and qualifications of individuals that contribute to their overall character and identity. A person’s background may include their education, training, work history, personal interests, and other biographical details that shape who they are as a person.

While it is possible for people with a particular background, such as military experience or executive leadership, to become commanders in certain settings, having a background alone does not confer the authority or power needed to be a commander. Leadership ability, strategic thinking, interpersonal skills, and other qualities may also be necessary for someone to be a commander.

Backgrounds are not inherently considered commanders, as the roles and responsibilities of a commander require specific skills and authority that may not be present simply due to one’s background.

Can any legendary creature be a Commander?

The Commander format is a variant game mode of Magic: The Gathering game that follows specific rules; you start with a 100-card deck with one Legendary creature card that acts as your commander, and you can only have one copy of a card (except for basic lands).

That said, some Legendary creatures are better suited for the role of Commander than others. For example, cards that provide versatile abilities, can generate card advantage, or help you with your game plan are typically highly valued as commanders. Other Legendary creatures may be too situational or too weak for the role of Commander.

Therefore, when deciding which Legendary creature to use as your Commander, it’s important to consider its specific abilities and what they can offer in a game of Magic. Additionally, it is essential to create a well-balance deck with synergistic cards that support the commander’s strengths and a well-rounded strategy.

Any Legendary creature can be used as a Commander, but it is crucial to choose one that fits your playing style and strategic preferences. The variety of Legendary creatures in Magic: The Gathering makes the Commander format exciting and diverse, providing players with endless possibilities to build unique decks and strategies.

Can a Commander deck have 2 commanders?

In theory, a Commander deck can have two commanders, as the official rules allow players to have two legendary creatures as their commanders if they both have the Partner keyword. This means that the chosen commanders must both have the Partner keyword on their card or in their Oracle text.

The Partner keyword was introduced in the Commander 2016 set as a way to allow players to mix and match commanders and build more diverse and synergistic decks. This keyword allows players to choose two legendary creatures with the Partner keyword, and use them as their commanders. Partner commanders can be from different colors or factions, but they must both have the Partner keyword to be eligible as commanders for the deck.

If a player chooses to use two Partner commanders, they must both be included in the deck, occupy the command zone at the start of the game, and follow all the rules for commanders, such as the commander tax and the ability to return to the command zone when they leave play.

Having two commanders in a Commander deck can provide interesting gameplay options, as the two partners can complement each other’s abilities and create a strong synergy with the rest of the deck. However, it’s important to note that having two commanders can also make the deck more vulnerable, as getting rid of one commander can significantly weaken the deck’s strategy.

If a player chooses to use two commanders in their Commander deck, they must follow the rules for Partner commanders and ensure that both commanders have the Partner keyword. Having two commanders can add diversity and interesting gameplay options, but it also requires careful deck building and a solid strategy that can withstand the loss of one commander.

Can you have 2 backgrounds in DND?

In DND, it is possible to have two backgrounds or even more, as the rules allow players to combine their backgrounds or create their own backgrounds. However, it is important to note that the idea of combining backgrounds should be carefully considered and discussed with the Dungeon Master (DM) before proceeding.

Combining two backgrounds may allow the player to integrate various skills and abilities from each background, thus creating a unique and versatile character. For instance, a character with a background in Criminal and Entertainer can have strong charisma, expertise in thievery and acrobatics, and a proficiency in musical instruments.

Moreover, it is possible to create a completely new background that combines certain elements from the existing backgrounds. For example, a player can come up with a background called “Mercenary Diplomat,” which allows the character to have skills in persuasion, intimidation, and combat tactics.

However, it is advisable to avoid creating overpowered characters by combining backgrounds or making a new background that offers too many advantages. The DM must approve any new background, and they may ask the player to remove or modify the background if it unbalances the game.

Having two backgrounds in DND is possible, and it can make for an interesting character; however, it needs to be carefully considered and discussed with the DM to maintain balance in the game.

How do backgrounds work in Commander?

Backgrounds in Commander refer to the special abilities or characteristics that a player brings to the game as a result of the narrative or lore surrounding their chosen commander or general. These backgrounds may come from historical context, mythical origins, or simply a distinct personality that defines the character of the commander.

Having a background enhances the dynamics of the game as it adds an additional level of excitement and depth to gameplay.

One of the ways backgrounds work in Commander is through the selection of a commander. Commanders are chosen before the game starts, and as mentioned, each commander comes with its own set of background abilities and characteristics. These backgrounds often affect the gameplay, and they can give players an advantage or disadvantage when making decisions about the cards they play or how they interact with other players at the table.

Another way backgrounds work in Commander is by influencing the creation of decks or gameplay strategies. Some backgrounds create unique color identities, and this limits the type of cards that can be played in the deck. Other backgrounds may interact with certain card types more favorably, and players may choose to focus on a specific type of card that works well with their commander’s background.

The backgrounds of commanders in Commander also add to the game’s narrative and social aspect. Players often become attached to their commanders, and their backgrounds bring them to life in a way that allows players to connect with the story and root for their characters. The narratives and stories behind commander backgrounds contribute to the game’s immersive experience and make gameplay more enjoyable.

Backgrounds in Commander are an integral part of the game. They add to the game’s strategic complexity, narrative depth, and social aspects. The backgrounds of commanders influence how decks are constructed, how players approach gameplay, and how the game as a whole is experienced. Overall, backgrounds invoke a rich sense of identity, imagination, and player connection that make the Commander format unique and beloved by many.

How many commanders can you have in your deck?

In Magic: The Gathering, a popular trading card game, the number of commanders you can have in your deck depends on the format or variant you are playing. The most common format in which players have commanders is Commander, also known as EDH (Elder Dragon Highlander).

In Commander format, your deck must contain exactly 100 cards, including your commander(s). You are allowed to have one or more commanders, depending on the specific rule modifications of the game. By default, you are allowed to have only one legendary creature card designated as your commander. The card serves as a focal point of your deck, and you can cast it from the command zone whenever you have enough mana.

If your commander is removed from the battlefield or goes to another zone (such as your hand or library), you may choose to put it back to the command zone instead.

There are some exceptions to the one-commander rule. For example, in the Brawl format, which is similar to Commander but only allows Standard-legal cards, you may have a commander that’s either legendary or a planeswalker card that has the text “This card can be your commander.” In some unofficial Commander variants, such as Two-Headed Giant Commander or Tiny Leader, you may have two commanders or a different number.

Overall, the number of commanders you can have in your deck depends on the specific variation of Magic: The Gathering that you are playing. Regardless of how many commanders you have, they add a unique flavor to your deck and provide new challenges and strategies for players to explore.

Can you have more than one of the same card in a Commander deck?

As per the official rules of Commander format, you are allowed to have only one copy of any given card in your deck, except for basic lands. This means that you cannot have duplicates of legendary creatures or any other non-basic card in your Commander deck.

This one-card-per-deck rule in Commander is also known as the “Singleton” or “Highlander” format, which ensures that each game is different and unique. It adds an element of randomness, strategy, and creativity to the game and forces players to explore different cards, interactions, and synergies.

Moreover, this rule also serves as a balancing mechanism since having multiple copies of a powerful card can lead to a consistent and dominant strategy, which can make the gameplay repetitive and boring.

However, there are a few exceptions to this rule, such as cards that explicitly state, “You may have any number of this card in your deck,” or cards that create tokens or copies of themselves. These exceptions are usually mentioned on the card itself or in the rules text.

While you cannot have more than one copy of the same card in a Commander deck, the Singleton format offers a diverse and exciting gameplay experience that relies on skill, creativity, and adaptability. So, when building your Commander deck, make sure to explore various options and combinations to create a unique and competitive deck that reflects your playstyle and personality.

Can a Commander be 1v1?

Yes, a Commander can be played in a 1v1 format, commonly referred to as Duel Commander or French Commander. In this format, each player chooses a legendary creature to serve as their Commander and builds a 100-card singleton deck around it.

There are a few key differences between regular Commander and Duel Commander. Firstly, the starting life total is reduced to 20 instead of 40. This makes games shorter and more aggressive. Additionally, the French Commander banlist is slightly different than the regular Commander banlist, with certain cards that are considered too powerful or unfun for 1v1 play being banned.

Duel Commander also tends to be a more strategic and skill-based format, as players have fewer opponents to keep track of and must make decisions based solely on their opponent’s actions rather than a whole table’s. This means that card evaluation, resource management, and efficient use of mana become even more crucial in Duel Commander.

Overall, while the regular Commander format is designed to be multiplayer, Duel Commander shows that the format can be just as engaging and exciting in a 1v1 setting with some slight tweaks.

How do you get two commanders in ROK?

To get two commanders in ROK, you can either train them or recruit them through the Tavern. Training commanders requires you to upgrade your Civilizations Hall, which can take a bit of time and resources. You will also need to reach certain levels to unlock training for some commanders.

Recruiting commanders through the Tavern requires you to acquire enough Commander Sculptures to unlock the commander you want. You can acquire these by participating in events, buying them with gems, or opening chests. Once you’ve acquired enough Sculptures, you can summon the commander from the Tavern.

Another way to get a second commander is by unlocking the Second Commander slot, which requires you to upgrade your Castle to level 10. Once unlocked, you can assign a second commander to your army, allowing you to complement your initial commander’s skills and attributes. This is especially helpful when it comes to battles, where two commanders will synergize to make a more powerful army.

Finally, you can also acquire Legendary commanders through events, chests, or the VIP shop, which can also affect the number of commanders you can have. Legendary commanders are some of the most powerful characters in the game, and each one will complement your playstyle in different ways.

The ways to get two commanders in ROK are through training, recruiting, and unlocking the second commander slot. With two commanders, you will have more flexibility, capabilities, and strategic options to become a powerful ruler in Rise of Kingdoms.

Can a Commander be not a legendary?

Yes, it is possible for a Commander to not be a legendary card in Magic: The Gathering. While legendary creatures are the most common type of Commanders, the Commander format allows any card to be nominated as a Commander as long as it follows a few basic rules.

According to the official rules of the Commander format, a Commander must be a single, non-token card that resides in the player’s command zone. Additionally, the card must have a color identity that matches the colors of the deck it leads. This means that the Commander must have at least one color in its mana cost or rules text that matches the identity of the player’s deck.

While most legendary cards fulfill these requirements, there are a few non-legendary cards that are commonly used as Commanders. For example, the planeswalker card [[Nicol Bolas, the Ravager]] can be used as a Commander because it has the legendary supertype, even though it is not a creature. Similarly, hybrid mana cards like [[Experiment Kraj]] or [[Rhys the Redeemed]] can be used as Commanders because their mana cost contains the colors of their respective identity.

In addition, some older cards that have since been reprinted as legendary creatures, were not originally legendary. For example, [[Teysa, Orzhov Scion]] was first printed in the Ravnica set as a non-legendary creature. It was later reprinted as a legendary creature in the Guilds of Ravnica set, allowing it to be used as a Commander in the Commander format.

Overall, while legendary creatures are the most common type of Commanders, there are many other cards that can be used as Commanders in the Commander format as long as they meet the basic requirements set forth by the rules.

Do Commander decks always have the same cards?

No, Commander decks do not always have the same cards. In fact, the whole point of Commander, also known as Elder Dragon Highlander, is the emphasis on personalization and individuality in deck construction. While there are certainly popular and powerful cards that may appear in many different Commander decks, every deck is ultimately unique and reflective of the player who constructed it.

The only hard rule of Commander deck construction is that the deck must contain exactly 100 cards, plus one legendary creature as its commander. Beyond that, players are free to choose any cards they wish, including those from any Magic: The Gathering set ever printed. This makes for an incredibly diverse and dynamic format, as players can draw inspiration from a wide variety of cards and themes to create a truly one-of-a-kind deck.

That being said, there are certainly certain cards and strategies that are more advantageous than others in Commander. For example, some of the most popular and powerful commanders include cards like Rhys the Redeemed, Meren of Clan Nel Toth, and Zur the Enchanter, as they offer strong abilities and synergize well with a variety of supporting cards.

Additionally, certain cards like Sol Ring and Cyclonic Rift are ubiquitous in Commander decks due to their incredibly high power level and versatility.

Despite these patterns, however, Commander remains a format where creativity and personalization are valued above all else. The joy of playing and building in Commander lies in the ability to craft a deck that truly feels like an extension of oneself, and to explore new and unique strategies that others may never have considered.

So while there may be common elements that appear across different Commander decks, no two decks are ever quite the same, and that’s precisely what makes the format so special.

Resources

  1. Does Faceless One allow you to build a 3-color background …
  2. Faceless One rulings – MTG Assist
  3. Faceless One – mtg.wtf
  4. Faceless One from Commander Legends – Magic Spoilers
  5. Magic: The Gathering on Twitter: “Faceless One references a …