Casual Commander Ban-List
The following cards are banned in Cardhaven Casual Tournaments. These are specifically the tournaments that happen once every other month, and do NOT represent a ban-list for any other casual EDH play in-store.
Some of these bans are based on power, and some are banned based on cost prohibitions and accessibility. Some cards are simply banned based on the spirit of casual EDH. This list is open to change based on feedback from the community at the sole discretion of Cardhaven Staff.
Want more information or have a suggestion? Please feel free to email us, DM us on Discord, or speak to a store representative.
IN ADDITION TO THE FOLLOWING CARDS, INFINITE COMBOS ARE BANNED.
Original Dual Lands (Volcanic Island, Underground Sea, etc.)
Lion's Eye Diamond
The One Ring
Tergrid, God of Fright
Tabernacle of Pendrell Vale
Urza, Lord High Artificer
Chains of Mephistopholes
Tymna the Weaver
Kraum, Ludevic's Opus
Thrasios, Triton Hero
Rule 0 Conversation
Rate your deck using the following rubric, based on card quality and synergy.
Half grades are also allowed.
When finished, divide the total of all categories by two to get a power level out of ten.
1: Does your deck run lands that enter tapped and offer little extra value such as:
Myriad Landscape, or Forsaken Sanctuary?
Does your Deck run inefficient mana rocks like:
Boros Keyrune, Charcoal Diamond, or Dreamstone Hedron?
2: Does your deck run utility tap lands such as:
Temple of Silence, Izzet Boilerworks, or Scoured Barrens?
Does your deck run cheaper mana rocks that help you color fix and ramp like:
Orzhov Signet or Commander's Sphere?
3: Does your deck run some Fetch and Shock Lands, some triomes, or lands that offer multiple colors with little downside such as:
Morphic Pool or Darkbore Pathway?
Does your deck run mana rocks that are efficient cost wise, or a low number of 0 cost mana rocks like:
Chromatic Lantern, Fellwar Stone, and Lotus Petal?
4: Does your deck run maximum efficiency lands and mana rocks, with little to no inefficient lands and/or mana rocks, using cards such as:
Bayou, Scalding Tarn, Chrome Mox, Jeweled Lotus?
1: Does your deck not have a win con besides combat damage, or does it win with spells like Overrun?
2: Does your deck win by turn 8+, and has a win condition such as Triumph of the Horde, Sanguine Bond/Exquisite Blood combo, or through means such as commander damage?
3: Does your deck win by turn 4+, and has multiple win cons such as Craterhoof Behemoth, Laboratory Maniac combo, or through combos like sacrifice loops?
4: Could your deck potentially win turn 1+, have multiple lines/combos that win you the game, have maximum efficiency infinite loops, and can win on the stack?
1: Does your deck have sorcery speed, high mana cost (4-5+) removal? Or potentially little to no interaction? For Example:
Grisly Spectacle or Eviscerate
2: Does your deck run a good amount of sorcery speed removal and some high mana cost counterspells? For Example:
Impale or Rewind
3: Does your deck run a good amount of instant speed removal and counterspells at a low cost? Do you have some stax pieces? For Example:
Counterspell, Rule of Law, or Pongify
4: Does your deck run a high amount of free or maximum efficiency interaction at instant speed, as well as, or alongside efficient stax pieces? For example:
Grand Abolisher, Swords to Plowshares, or Force of Will
1: Does your deck have no tutors, inefficient ramp spells, and almost no card draw, such as:
Divination or Grow from the Ashes?
2: Does your deck have some card draw, ramp, and a low amount of high mana cost tutors such as:
Fact or Fiction, Diabolic Tutor, and Phyrexian Arena?
3: Does your deck run a decent amount of good card draw, ramp, as well as some tutors such as: Windfall, Grim Tutor, and Esper Sentinel
4: Does your deck run a high amount of maximum efficiency card draw, ramp, and tutors such as: Vampiric Tutor, Rhystic Study and Dockside Extortionist?
1: Does your commander do very little, or contribute a small amount beyond color identity, for example: Yargle, Glutton of Urborg, or Talrand, Sky Summoner?
2: Does your commander do little besides support a tribe, offer low efficiency value, and is easy to pilot, for example:
Skullbriar, the Walking Grave, Arcades, the Strategist, and Ayula, Queen Among Bears?
3: Does your commander enable or “turn on” your deck, offer a good amount of consistent value, and is a threat to the board, for example:
Scion of the Ur-Dragon, Niv-Mizzet Parun, and Kess, Dissident Mage?
4: Does your commander offer a maximum efficiency, top tier value engine or combo piece, and requires a primer or intricate game knowledge to pilot well, for example:
Kenrith, Returned King, The Gitrog Monster, and Urza, Lord High Artificer?