Playing the league

Arrange. Play. Report.

League games happen on your schedule, online or in person. Every eligible game must be agreed before it starts and submitted through Brainstorm.

Eligible games

  • Every player must be registered.
  • Brainstorm requires a commander during registration and may request a decklist, but neither submission locks the player during the regular season.
  • Players may change decks and commanders between regular-season games.
  • Everyone must agree before starting that the game counts.
  • Three- and four-player pods are permitted.
  • Games may be in person, by webcam, or on a mutually accepted digital platform.
  • Moxfield may be used if every player agrees before the game begins.
  • Proxies are permitted.

Top Cut deck lock

Top Cut qualifiers must submit their final commander and complete decklist before elimination play. That submission is locked for both the semifinals and final.

Reporting through Brainstorm

Submit every participant, the winner or drawn result, the pod size, and any other information required by Brainstorm. All players share responsibility for checking accuracy. Report errors promptly to the Tournament Organiser.

Japanese point system

Every player starts on 1,000 points. After a game with one winner, each defeated player loses 7% of their pre-game points, rounded up. The winner gains the combined losses.

Four-player exampleBeforeChangeAfter
Winner1,000+2101,210
Each defeated player1,000−70930

Three-player games

Each defeated player loses the normal 7%. Add those losses, multiply the total by 1.5, and round up to determine the winner’s award. The extra winner adjustment is not deducted from the defeated players.

Draws

If a game ends without a winner, no points move. Players may not manufacture draws to protect or manipulate standings.

Game timing and pace of play

Each league-stage game has a 90-minute time limit. The clock starts when the first mulligan is resolved, or at the beginning of the first turn if no player takes a mulligan. When the clock expires, the player whose turn is currently in progress has up to 15 additional minutes to complete that turn. If no player wins before that period ends, the game is a draw. Players must still avoid unnecessary delay, plan enough time to finish, manage breaks sensibly, and respect the other players’ time.

Concessions and manipulation

A player who concedes loses. Concessions must not transfer or deny points, predetermine results, manipulate qualification, or influence elimination improperly. Normal multiplayer politics and temporary alliances remain part of Commander.