Remis Magic League
Commander Player's Manual
“Build Your Kingdom. Play Your Way. Shape the World.”
I. Welcome, Planeswalker
Remis Magic League turns every Commander game into part of a living, persistent fantasy world. Every player commands a Kingdom. Every win moves that kingdom forward — more land, more standing, more of the map colored in your banner.
This isn't a side board for tracking wins. It's a season-long campaign. Season One runs about a year, with room for 30+ players to grow a kingdom at their own pace.
II. Getting Started
- Create an account. New accounts need admin approval before they can join the league — this keeps the roster to real regulars.
- Found your kingdom. Choose a name, a color palette, and let the system generate an AI sigil for your banner. You can regenerate your sigil later by spending Gold.
- Register your Generals. A General is your commander identity — just the commander itself, not your full 99. Register as many as you like; each can play in Commander League, Commander Cup, or both.
Once approved, your kingdom is founded on the world map with one starting tile: your capital.
III. Your Kingdom
Your kingdom is your persistent identity in the league. It holds:
- Name & sigil — your banner, AI-generated, regenerable with Gold
- Color palette — how your territory reads on the world map
- Generals — your registered commanders
- Territory — every tile your armies have claimed
- Buildings — structures raised on your owned land
Every player controls exactly one kingdom for the season.
IV. Two Ways to Battle
Commander League — Wednesdays
The structured weekly format.
- Sign into the lobby when the event opens
- The system randomly builds pods (standard pod size is 4, dropping to 3 if attendance requires it)
- Play your game, then report the result
- Free to remix pods and keep playing more games after your first
Commander Cup — Saturdays
Open play, higher stakes.
- No lobby — players gather into pods organically
- Decks are allowed up to the edge of cEDH power
- Reporting is built to be fast enough to do from your phone between games
Both formats feed the same kingdom. A win is a win.
V. Reporting & Confirming Matches
- The winner submits the result
- The rest of the pod confirms it
- Confirmed matches are final and immediately pay out rewards
Disputed results go to admin review. Nothing is final — and nothing pays out — until it's confirmed.
VI. Rewards of Victory
Every confirmed win pays three currencies at once:
| Currency | Base per win | What it's for |
|---|---|---|
| Prestige | 8 | Your standing — climbs the leaderboard, factors into future match rewards |
| Gold | 3 | Spend on kingdom buildings, sigil regeneration, and campaign redirects |
| Conquest | 2 | Banked toward your next land claim |
Rewards scale with the game, not just the win. A multiplier adjusts your payout based on:
- Pod size — full 4-player pods pay full rate; smaller pods pay less (3-player: 85%, 2-player: 65%)
- Opponent diversity — beating the same rivals over and over gradually pays less, up to a 40% penalty, to discourage farming the same easy pod
- The Fair Fight system — if you're well behind the average Prestige of your opponents, wins pay up to 15% more; if you're well ahead, wins pay down to 85%, so the standings stay competitive all season
VII. Claiming Territory
Land is bought with Conquest, not Gold. Once you've banked enough, your kingdom claims new ground automatically — no need to click through a map. Your scouts extend the border the moment you can afford it.
Conquest gets more expensive as your kingdom grows:
| Tiles owned | Cost per claim |
|---|---|
| Up to 10 | 2 Conquest |
| Up to 25 | 3 Conquest |
| Up to 50 | 4 Conquest |
| Up to 80 | 5 Conquest |
| Beyond 80 | 6 Conquest |
A Frontier Outpost building shaves 1 Conquest off your next 3 claims.
Two phases of growth
Founding Grounds. Every kingdom starts by filling in the land immediately around its capital (a 5×5 area). Claims here go to the nearest open tile first.
Frontier Campaign. Once your founding grounds are full (or you reach 25 tiles), you declare a compass direction — North, East, South, or West — and your border pushes that way. Changing direction costs 5 Gold, or 10 Gold if you switch within your first 6 tiles of the current push. Choose a direction and commit to it.
VIII. Kingdom Upgrades
Spend Gold to raise structures on your owned land. Your capital starts with a free Keep — everything else you build.
| Building | Cost | Effect |
|---|---|---|
| Village | 20 Gold | Steady passive Gold from a growing settlement |
| Tower | 30 Gold | Passive Prestige from a visible symbol of strength |
| Frontier Outpost | 40 Gold | Discounts your next 3 land claims by 1 Conquest each |
| Spy Network (unique) | 40 Gold | Unlocks paid intel reports on rival kingdoms |
| Shrine | 50 Gold | Reserved for story hooks, omens, and sacred milestones |
| Port (unique) | 60 Gold | Lets your kingdom expand across water when land is blocked |
| Messenger Guild (unique, requires Spy Network) | 30 Gold | Unlocks paid messages to rival courts |
| Fortress (unique) | 120 Gold | A major Prestige milestone — meant to feel hard-earned |
Village, Tower, Frontier Outpost, and Shrine can be built more than once. Spy Network, Port, Messenger Guild, and Fortress are one-per-kingdom.
IX. Passive Income
At the close of each event, your kingdom collects passive income from what it already owns:
- Terrain — hills, mountains, and ruins quietly generate Prestige; grass, plains, forest, and swamp generate Gold
- Buildings — Villages add Gold, Towers and Keeps add Prestige, Fortresses add a large Prestige bonus
You don't have to do anything to collect it — it's paid automatically when the event closes.
X. The World & the Story
The league has a persistent narrative voice: the Bard, who recaps league events and narrates the season as it unfolds. Season One's story moves through five ages:
- Age of Founding
- Age of Expansion
- Age of Omen
- Age of Revelation
- Age of Cataclysm
Each kingdom begins the season on its own island, to keep the early game friendly while the world map fills in. The map itself is drawn in a 16-bit fantasy tileset, and your territory, sigil, and colors are what other players see when they check the globe.
XI. Quick Reference
| Term | Meaning |
|---|---|
| Kingdom | Your persistent faction — one per player |
| General | A registered commander identity (no decklist stored) |
| Prestige | Standing / influence — the league's leaderboard currency |
| Gold | Spent on buildings, sigil regen, and campaign redirects |
| Conquest | Banked to auto-claim new territory |
| Commander League | Wednesday, lobby + random pods |
| Commander Cup | Saturday, open play, higher power level |
This manual reflects the current build of Remis Magic League and will keep growing alongside the season. Costs and rules are tuned by the league admin and may change — check back for updates.