Multiplayer MTG format centered on battles of attrition and direct interaction

A Brief Intro >

Our playgroup created Revolution as an alternative to Commander.  The most unique rule of the format is that a player wins the game once their target opponent is eliminated.  Each player's target opponent is the player that preceded them in the turn order.

The purpose of the One Target Opponent rule was to mend a number of issues we experienced with the standard “last man standing” system:

Old Commander Issue New Revolution Outcome
Alliances and gang-ups occurred causing negative personal reactions Since players don’t have a shared objective, the incentive to form alliances is removed
Eliminated players were sidelined waiting for the next game Since the game concludes once any player is eliminated, players never sit out
Aggressive creature-based decks weren't effective at eliminating more than one opponent Aggro decks become competitive options which in turn increased deck diversity

We realized that One Target Opponent wasn’t enough to differentiate the format from Competitive Commander (abbreviated cEDH) as the most lucrative strategies still focused on executing infinite combos, alternate win conditions, and lockout stax effects.  To incentivize more traditional strategies that win through a battle of attrition and direct interaction we implemented the following deviations from the Commander ruleset and cardpool:

  1. A player wins the game once their target opponent is eliminated

  2. Spells, triggers, and abilities are restricted to 4 occurrences until a different player begins their turn

  3. Satisfying an alternate win condition does not win the game

  4. Cardpool comprised of Modern and multiplayer sets with custom ban list

  5. Players start with 30 life and the last player may scry 1 before the game starts

Start Your Deep Dive

One target opponent, no infinite combos, develop your board position and win.