House Rules

Common-sense rules that restore flavor and fairness to Commander. These supplement the official rules, they don't replace them.

Crew & Saddle: Sentient Creatures Only

Vehicles and Mounts require a creature with sentience to operate.

The Rule

Only creatures that are reasonably sentient — humanoids, intelligent beings, trained creatures acting under direction — can use the Crew or Saddle abilities. A creature whose type line or flavor suggests it's just a wild animal or mindless force cannot crew a vehicle or saddle a mount on its own.

What Counts as Sentient?

Humanoid creature types

Human, Elf, Goblin, Dwarf, Merfolk, Wizard, Soldier

Intelligent non-humanoids

Dragon, Sphinx, Demon, Angel, Elemental with personality

Trained or civilized creatures

A creature with a class type (Cleric, Warrior, Druid) or one that is clearly "trained" in its flavor

Wild animals with no intelligence

A vanilla Bear, a Wolf token, an Insect, a Beast with no class

Mindless forces

Ooze, Plant (unless sentient in flavor), mindless Zombie tokens

Edge cases

If it's ambiguous, the table discusses it. A Dinosaur mount ridden by a Warrior? That's the Warrior saddling it.

Examples

Elvish MysticCreature — Elf Druid

Can Crew/Saddle

Humanoid with a class. Can crew vehicles and saddle mounts.

Goblin PilotCreature — Goblin

Can Crew/Saddle

It's literally a pilot. Obviously can crew.

Bear Cub ClericCreature — Bear Cleric

Can Crew/Saddle

Has a class (Cleric), implying training and intelligence. This bear has been "civilized" — it can crew.

Grizzly BearsCreature — Bear

Cannot Crew/Saddle

Just a wild animal. No class, no intelligence marker. Cannot crew a vehicle or saddle a mount.

Insect TokenCreature — Insect (1/1)

Cannot Crew/Saddle

A random bug can't drive a car. Cannot crew.

OozeCreature — Ooze

Cannot Crew/Saddle

Mindless blob. No capacity to operate machinery.

Wurm TokenCreature — Wurm (6/6)

Edge Case

Big and powerful, but not intelligent. Cannot crew. Could be saddled by a sentient creature riding it.

Why This Rule?

Without this rule, a handful of insect tokens can crew a battleship. Five squirrels can drive a tank. That's mechanically legal in the official rules, but it breaks the fantasy immersion that makes Magic interesting. This house rule brings Crew and Saddle back in line with what they represent: someone operating a vehicle or riding a mount.

Flavor Over Loopholes

The spirit of the game matters more than technical exploits.

If a card interaction produces a result that makes absolutely no thematic sense and clearly wasn't intended by the card designers, the table can agree to disallow it for the game. This isn't about banning combos or weakening strategies — it's about catching the truly absurd edge cases where rules text creates outcomes that undermine the game's identity.

This is a social contract, not a hard rule. If the table agrees the interaction is fine, play it. The point is to have the conversation, not to police every card.

The NBS Blacklist

Cards and sets excluded from our pool.

We maintain a curated blacklist of sets and individual cards that don't belong in Magic. The primary targets are Universes Beyond products — crossover sets that inject third-party IPs like Marvel, Lord of the Rings, Warhammer 40K, TMNT, and others into the card pool.

We also exclude Arena-only digital sets (Alchemy) and certain individual cards that introduce out-of-place flavor regardless of their set.

The full list is browseable on the Browse and Sets pages.

General Philosophy

  • Discuss, don't dictate. House rules work because everyone at the table agrees. If someone disagrees with a rule, talk about it.
  • Consistency over convenience. Apply rules the same way every game. Don't selectively enforce.
  • Fun is the goal. These rules exist to make games more enjoyable, not less. If a rule is making games worse, drop it.