Command Briefing: Operation Squad

THIS GAME IS IN ALPHA TESTING
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Attention, Commanders:

The Multiverse is in turmoil. Across countless planes, battles rage with no end in sight. The gods and planeswalkers may command the headlines, but it’s the squads of ordinary soldiers—fierce, determined, and unyielding—that hold the lines, secure the ground, and ultimately turn the tide of war. This is where you come in.

You have been chosen to lead one of these squads into the heart of the conflict. Your unit is small, composed of the best we can muster from across the ranks, but don’t let that fool you—every soldier under your command is a vital cog in the war machine. Your task is simple: survive, adapt, and achieve victory against all odds. The mission ahead is fraught with danger, but failure is not an option.

Squad Overview

Your squad is composed of 60 of the finest soldiers, spells, and strategies, handpicked from across the Multiverse. An uncommon Sergeant leads this unit—a seasoned veteran, perhaps not as powerful as a planeswalker, but just as crucial in the heat of battle. This Sergeant is your cornerstone, your tactical leader who will guide the squad through the chaos of war.

Behind your Sergeant, 59 common warriors, mages, and creatures stand ready. Each one is unique, chosen for their specific skills and abilities, and every decision you make on the battlefield could be the difference between life and death.

The Battlefield

Before you deploy, understand this: the battlefield is ever-changing. As you prepare to engage the enemy, a Field of Battle will be drawn—a random condition that will shape the entire conflict. It could be treacherous trenches that protect your smaller units, or it could be a relentless Blitzkrieg assault that pushes your forces to the limit. Whatever the conditions, your squad must adapt and overcome.

Supplies and Reinforcements

War is won by those who can manage their resources effectively. Each of you will start with a Treasure Token—a symbol of the supplies provided by the army to fuel your campaign. Use it wisely; the difference between victory and defeat often comes down to who can stretch their resources the furthest.

Rules of Engagement

Final Stand

When a player's life total drops to 5 or below, they enter Final Stand mode. All creatures that player controls gain a +1/+1 buff until the end of their next turn. This reflects the desperate, last-ditch efforts seen in war situations, allowing for a potential comeback.

Final Stand Draw Rule: When a player has 5 or fewer cards in their library, they may draw a card by exiling a card from their graveyard instead of drawing from their library. This allows them to continue fighting without being immediately decked out.

Fields of Battle

At the start of the game, draw a random "Fields of Battle" card. The effect of this card applies to all players for the entire game. This simulates the varying conditions of the battlefield and adds an extra layer of strategy and unpredictability to the game.

Control Points

Ban List

At the time of writing this there are no current bans.

Victory Conditions

The last player standing wins, as in traditional Commander.

Fields of Battle Effects:

  1. Trenches: Creatures with power 2 or less have hexproof. Creatures with power 3 or more enter the battlefield tapped. Flavor: The deep trenches protect smaller units while larger ones struggle to navigate them.
  2. Blitzkrieg: All creatures have haste. Each player may cast one additional spell on their turn without paying its mana cost. Flavor: The battle begins with a swift and overwhelming assault, leaving no time for hesitation.
  3. No Man's Land: Whenever a creature attacks, its controller loses 1 life unless they sacrifice a nonland permanent. Flavor: The battlefield is a deadly expanse where every step forward is a risk.
  4. Supply Drop: At the beginning of each player's upkeep, that player creates a Treasure Token. Flavor: Reinforcements have arrived, boosting the morale and resources of the troops.
  5. Artillery Barrage: At the beginning of each player's end step, that player deals 2 damage to any target. Flavor: The constant bombardment shakes the battlefield, putting everyone under fire.
  6. Forced March: All creatures must attack each turn if able. Creatures that didn’t attack take 1 damage at the end of their controller’s turn. Flavor: The relentless advance leaves no room for hesitation or retreat.
  7. Broken Communications: Each player may only draw one card per turn, and spells cost 1 additional mana to cast. Flavor: Communication lines are down, causing confusion and delays in receiving orders.
  8. Radio Silence: Instant and sorcery spells cost 2 more to cast. Flavor: Communication disruptions make it difficult to coordinate magical support and artillery.
  9. Minefield: Whenever a creature enters the battlefield, its controller loses 1 life unless they pay 2 mana. Flavor: The battlefield is littered with hidden explosives, making every advance perilous.
  10. Rallying Cry: At the beginning of each player's combat phase, creatures they control gain +1/+0 until end of turn. Flavor: The sound of a rallying cry inspires troops to fight with renewed vigor.
  11. Scorched Earth: Whenever a land is tapped for mana, its controller sacrifices at the end of their turn unless they pay 2 life. Flavor: The battlefield is ravaged, leaving little for troops to survive on.
  12. Fortified Position: Creatures each player controls have vigilance. Flavor: Defensive fortifications allow troops to hold the line without letting their guard down.
  13. Fog of War: All creatures have shroud. (They can’t be the targets of spells or abilities.) Flavor: The thick fog blankets the battlefield, obscuring all movements and intentions.
  14. High Ground: Creatures with flying have +1/+1 and can block an additional creature each combat. Flavor: Holding the high ground gives the advantage to those who can soar above the fray.
  15. Heavy Rain: Non-flying creatures enter the battlefield tapped. Flavor: The downpour soaks the battlefield, slowing the advance of ground forces.
  16. Nuclear Winter: All creatures have 1 toughness when they are summoned onto the field. Flavor: The harsh, frozen landscape saps the strength of all who dare to fight.
  17. Sudden Death: Creatures with power 3 or greater have deathtouch. Flavor: The brutal combat leaves no room for mistakes; the strong strike with lethal precision.
  18. Night Raid: Creatures with power 2 or less have menace. Flavor: Under the cover of darkness, the smaller forces strike with impunity.
  19. Supply Line Disruption: Each player sacrifices an artifact or loses 3 life at the beginning of their upkeep. Flavor: The supply lines have been cut, leaving troops scrambling for resources.
  20. Poisoned Ground: At the beginning of each player’s upkeep, that player loses 2 life unless they sacrifice a land. Flavor: The ground itself is toxic, claiming the lives of those who dare tread upon it.
  21. Overextended: Each player may only control up to four creatures. Whenever a player controls more than four creatures, they must sacrifice creatures until they control four. Flavor: The troops are spread too thin, forcing tough decisions on the battlefield.
  22. Ambush Alley: Creatures with first strike have double strike instead. Creatures that don't have first strike now have first strike during their controllers combat phase. Flavor: The narrow corridors of the battlefield favor those who strike first—and strike hard.
  23. Supply Convoy: At the beginning of each player’s end step, that player may pay 2 mana. If they do, they create a Treasure Token. Flavor: A convoy arrives with much-needed supplies, but only for those who can pay.
  24. Desperate Measures: Each player’s life total becomes 10. Flavor: The situation is dire, and survival is a matter of life or death.
  25. Final Hour: At the beginning of each player’s upkeep, that player loses 1 life for each creature they control. Flavor: Time is running out, and the weight of the battle takes its toll on all.
  26. Chaos in the Ranks: At the beginning of each player’s combat phase, creatures that player controls attack a random opponent if able. Flavor: Confusion reigns as troops struggle to follow orders amidst the chaos.
  27. Razor Wire: Creatures can’t attack unless their controller pays 2 life for each attacking creature. Flavor: The battlefield is laced with deadly wire, making every advance costly.
  28. Winds of Fate: At the beginning of each player’s upkeep, they shuffle their hand into their library, then draw that many cards minus one. Flavor: The winds of fate shift, leaving everyone uncertain of their next move.
  29. Bloodbath: Whenever a creature dies, its controller loses 2 life. Flavor: The relentless slaughter takes a toll on all who witness it.
  30. Burning Fields: Whenever a land is tapped for mana, its controller takes 1 damage. Flavor: The scorched earth burns those who seek to draw power from it.
  31. Whispers in the Dark: Each player discards a card at the beginning of their upkeep. Flavor: The creeping dread of the unknown erodes the sanity of all who fight.
  32. Broken Supply Lines: Players can’t search their libraries. Flavor: The supply lines are severed, leaving everyone to make do with what they have.

Control Point Benefits

  1. Command Center: Draw an additional card during your draw step.
  2. Field Hospital: Gain 2 life at the beginning of your end step.
  3. Ammo Depot: Create a Treasure Token at the beginning of your main phase.
  4. Communications Tower: Scry 2 at the beginning of your upkeep.
  5. Forward Barracks: Create a 1/1 Colorless Soldier token at the beginning of your combat phase.
  6. Supply Cache: Draw a card, then discard a card at the beginning of your draw step.
  7. Artillery Post: Deal 2 damage to any target at the beginning of your combat phase.
  8. Defensive Bunker: Creatures you control gain +0/+2 until the end of your turn during your combat phase.
  9. Recon Station: Look at the top three cards of your library, then put them back in any order at the beginning of your upkeep.
  10. Medical Tent: Remove a debuff counter from a creature you control at the beginning of your upkeep.
  11. Advanced Training Ground: Creatures you control get +1/+1 until end of turn during your main phase.
  12. Armory: Equip abilities you activate cost 2 less to activate during your turn.
  13. Radio Tower: During your upkeep, target opponent reveals their hand.
  14. Blacksmith Forge: Create a colorless Equipment artifact token with "Equipped creature gets +1/+1" and equip {2} at the beginning of your main phase.
  15. Sniper's Nest: At the beginning of your combat phase, target creature you control gains first strike until end of turn.
  16. Supply Drop Zone: Search your library for a basic land card, reveal it, put it into your hand, then shuffle your library at the beginning of your main phase.
  17. Watchtower: Creatures you control gain vigilance.
  18. Morale Booster: Gain 1 life for each creature you control at the beginning of your end step.
  19. Forward Outpost: Create a 2/2 colorless Soldier artifact creature token at the beginning of your combat phase.
  20. Observation Post: Look at the top card of your library; you may put that card on the bottom of your library at the beginning of your draw step.
  21. Forward Command: During your main phase, you may cast your Sergeant for 1 mana less of any color than its regular cost.
  22. Reinforcement Point: At the beginning of your combat phase, return target creature card with mana value 2 or less from your graveyard to the battlefield.
  23. Munitions Depot: At the beginning of your combat phase, target creature you control gains deathtouch until end of turn.
  24. Engineering Bay: Create a 1/1 colorless Construct artifact creature token at the beginning of your main phase.
  25. Battlefield Chapel: You gain 3 life at the beginning of your end step.
  26. Secret Bunker: At the beginning of your upkeep, draw a card if you control no other creatures.
  27. Tactical Base: At the beginning of your second main phase, untap up to two target creatures you control.
  28. Emergency Rations: At the beginning of your end step, you may exile a creature card from your graveyard. If you do, gain life equal to the creature's toughness or 4 life, whichever is greater.
  29. Grenade Cache: At the beginning of your combat phase, target creature you control gains trample until end of turn.
  30. Radar Station: During your upkeep, reveal the top card of your library. If it's a creature card, put it into your hand.
  31. Overwatch Station: At the beginning of your combat phase, target creature you control gains reach until end of turn.
  32. Refueling Station: At the beginning of your main phase, add one mana of any color to your mana pool.
  33. Artillery Bunker: At the beginning of your combat phase, deal 1 damage to each opponent.
  34. Commando Training Camp: At the beginning of your combat phase, target creature you control gains menace until end of turn.
  35. Signal Flare: During your upkeep, scry 1, then draw a card.
  36. Escape Tunnel: At the beginning of your end step, you may return target creature you control to its owner's hand.
  37. Hidden Cache: At the beginning of your main phase, create a Treasure Token if you control no other artifacts.
  38. Sharpshooter's Perch: At the beginning of your combat phase, target creature you control gains +1/+0 until end of turn.
  39. Watchful Perimeter: At the beginning of your combat phase, creatures you control gain "This creature can block an additional creature this turn."
  40. Medical Drone: At the beginning of your upkeep, regenerate target creature you control.
  41. Cloaking Field: At the beginning of your main phase, creatures you control gain hexproof until end of turn.
  42. Supply Lines: At the beginning of your upkeep, put a +1/+1 counter on target creature you control.
  43. Barricade: At the beginning of your combat phase, creatures you control gain indestructible until end of turn.
  44. Radar Array: At the beginning of your draw step, you may reveal the top card of your library. If it’s a land card, draw an additional card.
  45. Healing Fountain: At the beginning of your end step, you gain 1 life for each creature you control.
  46. Supply Depot: At the beginning of your main phase, draw a card if you control three or more creatures.
  47. Barracks: At the beginning of your combat phase, you may pay {2}. If you do, create a 2/2 white Soldier creature token.
  48. Artillery Range: At the beginning of your combat phase, deal 3 damage to target creature an opponent controls.
  49. Scouting Party: At the beginning of your upkeep, look at the top card of each opponent’s library.
  50. Bomb Shelter: At the beginning of your end step, prevent all damage that would be dealt to you until your next turn.
  51. Training Grounds: At the beginning of your upkeep, put a +1/+1 counter on target creature you control.
  52. Strategic Reserve: At the beginning of your combat phase, you may sacrifice a creature. If you do, draw two cards.
  53. Detention Center: At the beginning of your end step, you may tap target creature an opponent controls. It doesn’t untap during its controller’s next untap step. However, it becomes untapped when the defender leaves the control point.
  54. Munitions Factory: At the beginning of your main phase, create a colorless Equipment artifact token with "Equipped creature gets +2/+0" and equip {3}.
  55. Barrage Balloon: At the beginning of your upkeep, you may exile a card from an opponent’s graveyard. If you do, that player loses 2 life.
  56. Camouflage Netting: At the beginning of your combat phase, target creature you control can’t be blocked this turn.
  57. Command Post: At the beginning of your main phase, you may return a creature card with mana value 3 or less from your graveyard to your hand.
  58. Strategic Outpost: At the beginning of your end step, you may return target nonland permanent you control to its owner’s hand.
  59. Battlefield Forge: At the beginning of your main phase, create a colorless artifact token named "Battle Armor" with "Equipped creature gets +1/+2" and equip {2}.
  60. War Banner: At the beginning of your combat phase, creatures you control get +1/+0 until end of turn.