Remis Magic League
Player's Manual

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

  1. Create an account. New accounts need admin approval before they can join the league — this keeps the roster to real regulars.
  2. 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.
  3. 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

  1. The winner submits the result
  2. The rest of the pod confirms it
  3. 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:

  1. Age of Founding
  2. Age of Expansion
  3. Age of Omen
  4. Age of Revelation
  5. 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.