Commander-Specific Stack and Priority
Overview
This section covers the Commander-specific aspects of the stack and priority system in Rummage. For core stack and priority mechanics that apply to all formats, see the MTG Core Stack and Priority documentation.
Commander Stack Extensions
The Commander format extends the basic MTG stack and priority system with these key features:
- Multiplayer Priority - Modified priority passing for games with 3+ players
- Commander Casting - Special handling for casting commanders from the command zone
- Political Interaction - Support for verbal agreements and diplomacy during priority windows
Contents
- Stack Implementation - Commander-specific stack extensions
- Priority Passing - Priority in multiplayer Commander games
- Special Timing Rules - Format-specific timing considerations
Key Commander Stack Features
Multiplayer Priority Flow
In multiplayer Commander games, priority passes in turn order starting with the active player:
#![allow(unused)] fn main() { pub fn get_next_priority_player( current_player: Entity, player_order: &Vec<Entity>, ) -> Entity { let current_index = player_order.iter().position(|&p| p == current_player).unwrap(); let next_index = (current_index + 1) % player_order.len(); player_order[next_index] } }
This system handles priority passing among all players in the game, ensuring each player has an opportunity to respond before a spell or ability resolves.
Commander Casting from Command Zone
When a player casts their commander from the command zone, special rules apply:
- The commander tax increases the cost by {2} for each previous cast from the command zone
- The commander moves from the command zone to the stack
- All players have an opportunity to respond before it resolves
Political Considerations
While not encoded in the rules, the Commander format involves political dynamics:
- Players may make deals about actions they'll take when they have priority
- Verbal agreements can influence who players target with spells or attacks
- Priority windows are important moments for diplomatic negotiation
Command Zone Integration
The stack system integrates closely with the Command Zone implementation to handle:
- Moving commanders between the command zone and the stack
- Tracking commander tax for casting costs
- Handling commanders with alternative casting methods
Related Systems
Commander stack and priority interact with several other systems:
- Game Zones - Especially the Command Zone
- Player Mechanics - For managing player turns and actions
- Special Rules - For Commander-specific abilities
Testing
Comprehensive tests verify correct handling of stack and priority in multiplayer Commander games, with special attention to:
- Correct priority order in multiplayer scenarios
- Commander tax application when casting from the command zone
- Interaction of simultaneous triggered abilities from multiple players
Next: Stack Implementation