Four fantasy adventurers gather around a glowing d20 at a campaign table

Four adventurers · one custom campaign

Roll for initiative. Every seat has a reason to pick up the d20.

This closed four-player pod compresses Commander to 60 cards and 30 life while preserving singleton deckbuilding, color identity, commander tax, and multiplayer politics. Mathise controls the stack, Delina bursts through combat, Vrondiss turns rolls into temporary Dragon Spirits, and Wyll builds the permanent company.

4matched adventurers

60cards per deck

30starting life

6exact pairings

Choose your character

Four jobs, equal footing

Every seat reaches the same campaign pace through a different public resource. D20 counts are reviewed pod-local annotations, not universal power scores.

01

Storm Scribe · Arcane control and card flow

The Unstable Grimoire

Mathise, Surge Channeler

Library
59
D20 sources
14
Close
Turns 8–9
Complexity
Medium

Pilot fit. Choose Mathise when you enjoy sequencing substantial spells, holding the pod's emergency brake, and deciding whether a critical copy is worth exposing your shields.

Signature. Every mana-value-three-or-greater instant or sorcery can become a d20 event; low rolls share cards, middle rolls replace themselves, and a 20 copies the spell.

Weak point. The commander is a fragile engine, and drawing more cards does not win unless Docent's Wizards, Birds, Faerie Dragons, Fractals, a Dragon, or a large spell becomes a visible clock.

Open character journal

02

Echo Rogue · Explosive combat and copied creature value

The Hall of Echoes

Delina, Wild Mage

Library
59
D20 sources
14
Close
Turns 7–9
Complexity
Medium

Pilot fit. Choose Delina when you like selecting one excellent creature, advertising an attack, and turning a high roll into a finite chain of temporary copies.

Signature. Every Delina attack makes one nonlegendary tapped-and-attacking echo; 15–20 offers another roll, while every token leaves at end of combat.

Weak point. Removal before attackers or removal of the chosen original can collapse the turn, and the mono-red hand needs Campfire or impulse draw after repeated commander tax.

Open character journal

03

Dragon Berserker · Front-line pressure and creature engine

Rage of the Ancients

Vrondiss, Rage of Ancients

Library
59
D20 sources
16
Close
Turns 7–9
Complexity
Medium

Pilot fit. Choose Vrondiss when you want the densest dice package, large temporary creatures, and a clear choice between protecting the commander and committing to one trample attack.

Signature. Each roll event can make Vrondiss deal one damage to himself and create one 5/4 Spirit; entry-draw engines turn that temporary body into durable momentum.

Weak point. Five mana and high commander dependence make clean exile or repeated tax painful; Spirits also sacrifice themselves after dealing damage.

Open character journal

04

Banner Fighter · Reliable dice and coordinated token combat

The Blade's Adventuring Company

Wyll, Blade of Frontiers + Inspiring Leader

Library
58
D20 sources
15
Close
Turns 7–9
Complexity
Low-medium

Pilot fit. Choose Wyll for the clearest teaching line: deploy the captain, roll an extra die, recruit tokens, raise Inspiring Leader, and count one announced attack.

Signature. Wyll improves every roll and grows once per roll event; the Background gives every creature token +2/+2 while both commanders are working together.

Weak point. Two command-zone cards consume mana and leave only 58 library cards; a wipe after the banner is cast can force the company to rebuild from almost nothing.

Open character journal

Session zero · required reading

The campaign charter

Use normal Commander rules except for the explicit changes below. Read this list before choosing an opening hand.

Custom 60-card Commander for exactly these four selected lists. Start at 30 life, use normal 21 commander damage, and put only the designated commander cards in the command zone. Wyll and Inspiring Leader are that deck's two designated commanders; other Backgrounds remain in their libraries. Track commander tax separately for each command-zone card, take one free multiplayer mulligan, and let the starting player draw on turn one. Bracket 3-style intent: visible turns-seven-to-nine finishes, no Game Changers, deterministic loops, extra turns, mass land denial, or hidden instant wins.

01

Deck and pod size

Exactly four players use these four selected 60-card lists. The 60 includes the commander or commanders; there is no sideboard and no outside-the-game wish board.

02

Construction

Commander singleton and combined color identity still apply. Basic lands may repeat. Every card is Commander-legal, and each selected list is locked for the campaign until changes are reviewed across the whole pod.

03

Life and commander damage

Each player starts at 30 life. A player who has been dealt 21 or more combat damage by the same commander over the game still loses.

04

Command zone

Commanders begin in the command zone. Wyll and Inspiring Leader are both commanders; their combined color identity is red-white, and commander tax is tracked separately for each card.

05

Mulligans and first draw

Use the multiplayer London mulligan: the first mulligan is free, then put one additional card on the bottom for each further mulligan. The starting player draws on turn one.

06

Turn order

Randomize the first player every game. Do not award the opening seat based on deck choice, prior loss, or perceived deck strength.

07

Dice and tracking

Use fair physical dice or a digital substitute with equally likely faces. Keep commander tax, commander damage, Wyll counters, Class levels, and temporary Delina or Vrondiss tokens visibly distinct.

08

Campaign boundary

These lists are balanced only against each other at a Bracket 3-style pace. For games outside this quartet, disclose the custom 60-card size and 30-life start before shuffling.

Rules review · 2026-08-16

The reviewed d20 procedure

Targets and responses happen before the die reveals information. The roll and its result table are one resolving instruction; triggered rewards wait until that instruction finishes.

  1. 1

    Put the instruction on the stack

    Announce modes, divisions, and targets now. Delina chooses her target creature when the attack trigger goes on the stack; Wyll's Reversal chooses its target spell or ability before rolling.

  2. 2

    Take responses

    Every player may respond normally before the spell or ability starts resolving. Once resolution reaches the roll, nobody receives priority between seeing the number and applying that instruction's result.

  3. 3

    Collect roll replacements

    Apply Wyll, Pixie Guide, and Barbarian Class before rolling. Each applicable effect adds one die and ignores one lowest die; with Wyll plus Barbarian Class on a single d20 instruction, roll three d20 and ignore the two lowest.

  4. 4

    Roll together and ignore

    Roll the required fair dice at the same time. Set aside the instructed lowest results. Ignored dice are treated as though they were never rolled and do not trigger natural-result or whenever-you-roll abilities.

  5. 5

    Apply adjustments

    After choosing the kept natural result, apply the instruction's numerical adjustment, such as subtracting hand size for The Deck of Many Things or adding greatest power for Wyll's Reversal. Natural 20 means the unmodified face that remains after ignored dice are removed.

  6. 6

    Resolve the result band

    Use the final result for the printed table and finish that spell or ability. Delina's 15–20 may roll again inside the same resolution using the same dice and replacement effects; fully create each echo before the next roll.

  7. 7

    Stack triggered rewards

    After the resolving instruction finishes and state-based actions are checked, put Wyll, Vrondiss, Brazen Dwarf, Barbarian Class, and similar triggers on the stack. The active player orders theirs first, then each other player in turn order.

  8. 8

    State the ledger

    Say the kept result, ignored dice, final adjusted result, created tokens, pending Wyll and Vrondiss triggers, and delayed exile or sacrifice markers aloud before passing priority. Add Wyll's counter or choose Vrondiss's self-damage only when that triggered ability resolves.

Pod contract

Equal footing, different jobs

Balance means equivalent chances to develop, interact, and reach a visible close—not identical colors, dice counts, or card-flow totals.

What equal footing means

  1. Every list has exactly 60 cards, 23 lands, a normal early-mana package, zero current Game Changers, and an ordinary intended finish in turns seven through nine.
  2. Mathise has the deepest card flow and stack interaction, but the slowest creature clock and a commander that must survive before substantial spells produce extra value.
  3. Delina has the sharpest single combat and the largest Treasure burst, but every echo requires an attack, a worthwhile original, and a token that leaves at end of combat.
  4. Vrondiss has the most dice-linked cards and largest repeatable bodies, but costs five, depends heavily on its commander, and sacrifices each Spirit after it deals damage.
  5. Wyll has the best early roll reliability and permanent token pressure, but spends mana on two commanders and draws opening hands from a 58-card library rather than 59.
  6. Dice-card density and other raw counts are evaluated only inside this 60-card quartet; all six pairings and playtest experience are the final calibration.

Durable boundaries

  1. No current Game Changers, nonland tutors, deterministic loops, alternate-win cards, or hidden compact wins.
  2. No extra-turn spells, repeatable extra combats, mass land destruction, hard resource denial, or stax packages.
  3. No fast mana beyond the shared Sol Ring baseline and ordinary two-mana rocks or land development.
  4. No token doublers or triplers, no second Ancient Dragon in any list, and no additional haste package for the marquee Dragons.
  5. No Dragon-entry damage or free-sacrifice line that turns Vrondiss Spirits into a deterministic loop.
  6. Any future change is reviewed as a four-deck transaction: curve, mana, interaction, dice access, response windows, and all six pairings are checked again.

Encounter atlas

All six two-deck hinges

Filter after the game to understand a swing. Without JavaScript, all six encounters remain visible below.

Showing all six pairings.

01

Mathise, Surge ChannelerDelina, Wild Mage

Stack patience versus one explosive attack

Watch
Mathise can stop Delina before combat; Delina can stagger a copy target, commander, and protection until blue runs out of one-for-one answers.
Hinge
Whether Mathise answers Delina or the chosen original before attackers, and whether Delina saves Wyll's Reversal for that exact intervention.
Table read
Ask whether the echo turn can eliminate a player now. A large target alone is not the same as a lethal Delina attack.

02

Mathise, Surge ChannelerVrondiss, Rage of Ancients

Stack control versus repeatable visible bodies

Watch
Mathise can counter Vrondiss but struggles to trade one card for every later roll source; Vrondiss can force blue to act while its entry-draw engines replace Spirits.
Hinge
Whether Vrondiss resolves with protection or a draw enchantment already present, and whether Mathise saves exile or bounce for the commander instead of one Spirit.
Table read
Count temporary Spirits separately from cards already drawn; removing the board does not undo the Gruul hand.

03

Mathise, Surge ChannelerWyll, Blade of Frontiers & Inspiring Leader

Emergency brake versus layered formation

Watch
Mathise can counter the final rally, but Wyll develops commander, Background, token sources, and protection across several permanent types.
Hinge
Whether blue spends an answer on Inspiring Leader, saves it for Akroma's Will, or forces another seat to handle the public token count.
Table read
Read the full-turn clock aloud so Mathise is not asked to counter every fair recruitment spell.

04

Delina, Wild MageVrondiss, Rage of Ancients

Temporary echoes versus temporary Dragons

Watch
Both decks create bodies that disappear, but Delina's copies front-load enter-the-battlefield value while Vrondiss's Spirits front-load five power and card-entry triggers.
Hinge
Whether Delina removes Vrondiss before rolling or borrows the best support creature, and whether Gruul's trample turn outpaces the copied value turn.
Table read
Do not compare raw token power alone; count the triggers already banked and which temporary creatures survive combat.

05

Delina, Wild MageWyll, Blade of Frontiers & Inspiring Leader

Finite combat burst versus permanent company

Watch
Delina can strike first and create explosive Treasure; Wyll's enhanced tokens remain after combat and eventually force a broad answer.
Hinge
Whether Delina clears the formation with Thunderwave or Delayed Blast Fireball before protection, and whether Wyll exiles Delina before attackers.
Table read
Separate this turn's echo damage from next turn's permanent token power when choosing the leader.

06

Vrondiss, Rage of AncientsWyll, Blade of Frontiers & Inspiring Leader

Trampling Spirits versus disciplined blockers

Watch
Wyll creates the widest lasting board; Vrondiss creates larger temporary attackers and has multiple ways to make blocking insufficient.
Hinge
Whether Slash the Ranks lands before Heroic Intervention or Gruul's overrun lands before Guardian of Faith and Akroma's Will.
Table read
Name the protection each side has already shown and compare permanent token count with temporary Spirit count.

Before the tavern door opens

Open the campaign together

Ten quiet minutes before game one prevent nearly every custom-format or dice-resolution dispute.

Before game one

  1. Read the campaign charter aloud and confirm 60 cards, 30 life, 21 commander damage, the free mulligan, and the starting-player draw.
  2. Place Wyll and Inspiring Leader together in one command zone and prepare two separate commander-tax counters.
  3. Give every player a d20 and visible markers for ignored dice, Wyll counters, Vrondiss self-damage, Class levels, and temporary tokens.
  4. Review the d20 procedure, especially targets before rolls, ignored dice never triggering, and no response between a result and its table effect.
  5. Choose decks by preferred role for game one, then randomize the first player independently of those choices.
  6. Agree that copied spells, Delina echo chains, and multi-trigger roll events will be narrated one object at a time.

Between games

  1. Move each deck one seat clockwise if everyone wants to sample another role; otherwise keep seats and change only first player.
  2. Record only three observations: first meaningful roll turn, first credible closing turn, and which answer window felt too narrow or too wide.
  3. If one list wins twice, discuss the game states before changing cards; do not balance from win count alone.
  4. Apply future card changes to a new pod revision only after all six pairings and the shared boundary have been reviewed.

Suggested seats. Suggested first game: newest pilot on Wyll, proactive-combat pilot on Delina, creature-engine pilot on Vrondiss, and the most stack-comfortable pilot on Mathise. Comfort matters more than preserving this assignment.

New cooperative first playtest

Four adventurers storm the Cinder Vault

The Dungeon is a real fifth opponent with a 30-card Encounter library, public Reserve, three trial Rooms, a two-phase boss arena, deterministic automa, and a dedicated fifth-player variant. The four deck lists remain unchanged.

Party Life
60
Vitality
115
Clock
Doom 10
Enter the Living Dungeon

Public handout shelf

The table-ready print kit

Print the shared A4 field guide for the middle of the table and one duplex A5 character card for each pilot. The web guide remains the accessible, always-current source.

Ready · reviewed PDF

Campaign charter

A4 field guide · pages 1 and 3

The four-page shared field guide opens with the eight house rules, 30-life setup, two-commander tax reminder, all six encounters, and the balance boundary.

  • House rules
  • Pregame script
  • Balance contract
Open printable PDF

Ready · reviewed PDF

D20 resolution card

A4 field guide · page 2

The second field-guide page is a compact stack-to-result sequence with Wyll plus Barbarian Class, natural 20, ignored dice, Delina rerolls, and delayed triggers.

  • Eight-step resolution
  • Modifier example
  • Trigger-order reminder
Open printable PDF

Ready · four reviewed PDFs

Four character sheets

Four duplex A5 seat cards

One two-sided table card per deck with mulligan priorities, d20 result notes, visible finishes, interaction, and all three opponent reads. Print duplex and flip on the short edge.

  • Pilot checklist
  • Deck-specific dice note
  • Three encounter cues

Ready · reviewed PDF

Token and marker ledger

A4 field guide · page 4

The fourth field-guide page is a common setup list for copied creatures, Dragon Spirits, Soldiers, Knights, Faerie Dragons, Treasures, counters, and commander-tax markers.

  • Shared token list
  • Temporary-token markers
  • Commander and Class trackers
Open printable PDF

Campaign expectations

What the party promises

  • Target: a matched, lower-to-middle Bracket 3-style four-player experience, not an official sanctioned format.
  • All four selected proposals contain exactly 60 cards and 23 lands; Wyll has two command-zone cards and therefore a 58-card library.
  • Ordinary closing windows begin on turn seven and remain visible through combat, a substantial spell, or an established creature engine.
  • No list uses a current Game Changer, deterministic loop, nonland tutor package, chained extra turn, repeatable extra combat, or mass land denial.
  • Use matchup notes to explain a swing and share responsibility, not to script threat assessment before the game develops.
  • Treat raw count metrics as pod-local. The custom 60-card inputs are deliberately unscaled and should not be compared directly with ordinary 100-card Commander decks.