Jumanji EDH (a Magic the Gathering EDH Variant)


 Magic: The Gathering’s Commander format has always been a haven for creativity and house rules, allowing players to adjust the game to suit their playgroup’s preferred experience. Jumanji Commander is one such variant, designed to blend the strategic depth of EDH with the unpredictability of a board game. By altering win conditions, banning infinite combos, and incorporating Planechase, Jumanji Commander creates a fresh, adventure-filled experience for players who enjoy a more dynamic, interactive game.


Core Rules of Jumanji Commander

Jumanji Commander follows all regular Commander (EDH) rules, including deck construction, life totals, and banned cards, with the following key modifications: 1. No Commander Damage Traditional EDH allows for an alternate win condition where a player loses if they take 21 combat damage from a single commander. In Jumanji Commander, this rule is removed…players must win through traditional combat or other game interactions.

2. No Infinite Combos To ensure that the game progresses at a fun, engaging pace without one player suddenly ending things, infinite combos are banned. Any combo that results in infinite mana, infinite damage, infinite tokens, or any other game-breaking loop is prohibited.

3. No Extra Turns Cards that allow players to take extra turns, such as Time Warp, Nexus of Fate, and Temporal Manipulation, are not allowed. This prevents any single player from dominating the game for extended periods, keeping the action balanced for all.

4. No Poison or Infect Poison and Infect mechanics, which allow a player to win by dealing 10 poison counters, are not permitted. This ensures that players must win through traditional combat or game mechanics, rather than fast, alternate strategies.


5. No Alternative Win Conditions Cards that allow players to win outside of normal gameplay are forbidden. This includes examples like: • Felidar Sovereign (win at a high life total) • Revel in Riches (win with 10 Treasures) • Thassa’s Oracle / Laboratory Maniac (win by decking out)

The goal of Jumanji Commander is to keep the game feeling like a traditional card game mixed with a board game, where interaction and strategy matter more than sudden win conditions. Jumanji Commander’s Purpose and Gameplay Feel The heart of Jumanji Commander lies in game pacing and player engagement. Unlike traditional EDH, which can end abruptly due to infinite combos or alternative wins, this variant focuses on a more interactive experience. Games are expected to last longer but remain engaging, with plenty of back-and-forth action. Why Play Jumanji Commander? • Slower, More Thematic Gameplay : Every turn feels more impactful because the win conditions are streamlined. • More Player Interaction : Without infinite combos or quick alternative wins, players must actively engage in combat and board control. • Balanced Experience : Extra turns and sudden victories are removed, keeping the game fair and enjoyable for all. Jumanji Commander & Planechase: The Perfect Pairing A unique feature of Jumanji Commander is its compatibility with Planechase, a casual Magic format that uses oversized Plane cards to introduce game-altering effects. How Planechase Works in Jumanji Commander: • Players use a shared Planar deck (or a custom-built one) filled with various Plane cards that change gameplay. • A special Planes die is rolled each turn, potentially shifting the Plane or triggering effects. • The randomness of Planechase adds a chaotic, board-game-like element, making each match feel fresh and unpredictable. Planechase fits perfectly with the spirit of Jumanji Commander, reinforcing the adventure theme and ensuring that no two games feel the same.


(Source for pic: https://steamcommunity.com/sharedfiles/filedetails/?id=1175227706)
Final Thoughts: A Commander Experience Like No Other Jumanji Commander is an exciting twist on the EDH format, perfect for players who love the social, unpredictable nature of Magic. By removing instant-win conditions, banning infinite combos, and integrating Planechase, this variant transforms Commander into a more interactive, strategy-driven experience. If you’re looking for a way to slow down the pace, increase interaction, and experience Magic in a more engaging, board-game-like way, Jumanji Commander is the perfect format to try with your playgroup.


Current RC of Jumanji: *F=Founding Member , RC = Rules Comittee
Ryan Sparks (F/RC)
Adam Reeve (F/RC)
Tony Conello (F/RC)
Marx Maile (F/RC)
Brandon Bonner (F/RC)
Devon Dustman (F/RC)
Justin Boomgaard (F/RC)
Marques Smith (RC)

About the Author:

@mtg_Sparks on X and @resmustang on Moxfield

Veteran Commander Player | Magic Player Since 7th Edition | Creator of The Jumanji Format | #Team ATG: All That Games

(Detroit, MI - USA)

Resmustang has played Magic since 2001, specializing in Commander and community building. He's an accomplished EDH writer, podcaster, and the creator of the Jumanji Format, a chaotic twist on EDH.

Commander didn't just become his favorite format-it helped save his life during a dark time. That experience fuels his passion to create games that connect people, not just win them. For him, the best games aren't about power level-they're about the people you share them with.

Resmustang supports EDH, cEDH, budget cEDH, MTGA 100 Card Brawl and Pauper EDH, always brewing, building, and mentoring others.

His signature deck is Meren of Clan Nel Toth, played as a high-powered, non-infinite build. His favorite card: Spore Frog!






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