top of page

dEDH Overview

The format of dEDH is a variation of EDH, better known as Commander. The games are longer, and there is generally less of a focus on combo and winning as quickly as possible. Playgroups can and should play the way they want, but if players are going to ignore the shared dungeon used in dEDH, there's little reason to not just play Commander.

​

A dungeon map is printed on paper or on a playmat with enough intricacy and at a large enough size that the layout should provide multiple paths to the central room. Each room may have a static effect that will go on the stack when the player successfully enters.

​

You can choose to play dEDH with a "dungeon deck" that can give your playthrough a unique feel. The dungeon rooms should have instructions on how many cards are revealed from the top of the dungeon deck and who picks the cards that are played. A good dungeon deck should have a mix of positive and negative effects.

​

dEDH games are generally longer than your usual Commander game, but how you play along with the construction of your EDH decks and your dungeon decks will affect how long a game might go.

​

The rules used for dEDH may evolve over time, so look at "How to Play dEDH" for the current ruleset. Older versions will be maintained on this site for reference.

​

As of this writing, there is no "rules committee" and no major social media (reddit, facebook) groups set up for dEDH. If you've tried dEDH out and would like to get involved in its development, check out the Get Involved page. If other web pages and social media hubs spring up, I'll do my best to provide links to them over on that page.

 

I could see this format being a fantastic opportunity for map designers and artists to create new dEDH playmats and for deckbuilders to design new dungeon decks. My own first efforts were fine, but I am sure better maps and dungeon decks are out there in our future, waiting to be created.

​

​

bottom of page