Does a Copied Commander Count as Commander Damage?
A copy of a commander does not count as commander damage, as commander-ness is an aspect of a physical card, and only the original commander possesses the properties of a commander. According to rule 903.3, copies of a commander do not deal commander damage, and this distinction is crucial in understanding the dynamics of commander damage in Magic: The Gathering.
Understanding Commander Damage
To delve deeper into the concept of commander damage, it is essential to address frequently asked questions that players may have. Here are 15 FAQs that provide additional insights and clarity on the topic.
Frequently Asked Questions
- Can a copy of my commander MTG be created?: Yes, using permanent clones like Spark Double allows you to copy any of your creatures or planeswalkers, removing the Legendary supertype and enabling the copying of your commander without violating the legend rule.
- Can an opponent steal your commander?: Yes, an opponent can steal your commander, as the owner of the commander can only move it from the graveyard to the command zone as a state-based action, which does not occur while spells are resolving.
- How many copies of the same card can you have in commander?: In a commander deck, you can have exactly one copy of each card, except for basic lands, and all cards must match the commander’s color identity.
- Can you have multiple copies in commander?: Normally, the singleton rule applies, but in specific draft formats, you may play as many copies of a card as you draft, although this is highly unlikely due to set size and card distribution.
- What happens if commander goes to hand?: If a commander would be put into its owner’s hand or library, its owner may choose to put it into the command zone instead, thanks to a replacement effect that can apply multiple times to the same event.
- Can you partner a commander with itself?: No, while the Partner ability does not explicitly prohibit a card from being partners with itself, the singleton rule of commander formats prevents this from occurring.
- What is the rule 0 in commander?: Rule 0 is an unofficial rule that allows players to modify the rules of a non-competitive game, provided all participants agree to the changes before the game begins.
- Can any legendary creature be a commander?: Your commander must be a single legendary creature, although two cards can be used as dual commanders if they both have the Partner ability, or specific planeswalkers that explicitly state they can be your commander.
- What happens when a commander dies?: If your commander moves to the graveyard or exile, you may choose to put it into the command zone as a state-based action, and abilities that trigger when a creature dies or is exiled work as normal.
- Can you keep your commander in your hand?: Yes, if you want or need your commander to go into the graveyard, library, or hand, you can allow it, keeping in mind that the commander tax only applies when casting it from the command zone.
- Can you take commander damage from yourself?: Yes, the way the rule is worded, a player who takes 21 or more points of combat damage from a single commander loses the game, regardless of the source of the commander damage.
- Does fog stop commander damage?: Fog’s effect prevents all combat damage the turn it is played, which includes commander damage.
- How much commander damage can you take before you lose the game?: If you receive 21 or more commander damage from the same commander over the course of the game, you lose, even if you still have life points.
- Can a Planeswalker be a commander?: Yes, some planeswalkers can be used as your commander if the card explicitly says “this card can be your commander” on it, offering unique deck-building opportunities.
- Are companions banned in commander?: Most companions can be used in commander, except for Yorion, Sky Nomad and Lutri, the Spellchaser, due to the deck size restrictions and companion criteria.
By understanding these FAQs and the specifics of commander damage, players can navigate the complex rules of Magic: The Gathering’s commander format with confidence, making the game more enjoyable and strategic for everyone involved.