Companions in Commander: Navigating the Rules of Friendship and Deckbuilding
Yes, companions are largely legal in Commander, but with significant restrictions. Only eight of the original ten companions are permitted, and their use requires adherence to specific deckbuilding rules. The format has evolved significantly since companions were initially introduced, leading to bans and adjustments to maintain a balanced and enjoyable play experience.
Understanding the Companion Mechanic in Commander
The companion mechanic, introduced in the Ikoria: Lair of Behemoths set, allowed players to have a card start outside of the game and be cast if their deck met a specific requirement. This mechanic initially shook up nearly every format it touched, including Commander, leading to widespread discussion and, ultimately, bans. While the initial implementation was disruptive, the current iteration allows for interesting deckbuilding choices while mitigating the most egregious power imbalances.
The core concept is simple: if your deck fulfills the companion’s deckbuilding restriction, you can reveal that companion from outside the game before the game begins. You can then cast the companion from outside the game once during the game. This provides a consistent source of advantage, but at the cost of potentially limiting your deckbuilding options.
Which Companions Are Legal and Which Are Banned?
Out of the original ten companions, only eight are legal in Commander. The two banned companions are:
- Yorion, Sky Nomad: Banned due to its deckbuilding requirement that your starting deck must have at least 20 additional cards. Commander decks are required to have exactly 100 cards, including the commander.
- Lutri, the Spellchaser: Banned because it directly duplicates spells, which violates the “singleton” nature of Commander, where each card (excluding basic lands) must be unique.
The following companions are legal, provided you meet their deckbuilding requirements:
- Kaheera, the Orphanguard
- Keruga, the Macrosage
- Gyruda, Doom of Depths
- Obosh, the Preypiercer
- Lurrus of the Dream-Den
- Umori, the Collector
- Zirda, the Dawnwaker
- Jegantha, the Wellspring
Essential Companion Rules for Commander
- Deckbuilding Restrictions: Your deck must meet the companion’s specific deckbuilding requirement. For example, if you choose Obosh, the Preypiercer as your companion, every nonland card in your deck must have an odd converted mana cost.
- Color Identity: Your companion’s colors must fall within your commander’s color identity. You can’t have a companion that includes a color not present in your commander’s color identity.
- Starting Outside the Game: The companion starts outside the game and does not count as one of the 100 cards in your deck.
- Casting from Outside the Game: You can cast your companion from outside the game once per game.
- Zone Changes: Once your companion enters the game, it behaves like any other permanent. If it dies, is countered, or is exiled, it goes to the graveyard, hand, or exile zone, respectively, and cannot return to the “companion zone.”
Companion Strategy and Deckbuilding Considerations
Choosing a companion is a significant deckbuilding decision. You are essentially trading flexibility in your deck for a consistent source of advantage. Consider the following when selecting a companion:
- Synergy with Your Commander: Does the companion’s ability complement your commander’s strategy?
- Feasibility of Deckbuilding Restriction: Can you build a viable deck that meets the companion’s requirement without sacrificing too much power or consistency?
- Value of the Companion’s Ability: How much does the companion’s ability contribute to your overall game plan? Is it worth the deckbuilding constraints?
For example, Lurrus of the Dream-Den works well in decks that frequently utilize low-cost permanents, allowing you to replay them from the graveyard. However, it restricts you to permanents with a converted mana cost of two or less, which can limit your options.
The Impact of Banning Yorion and Lutri
The bans of Yorion, Sky Nomad and Lutri, the Spellchaser addressed specific balance issues. Yorion’s restriction of requiring a 120-card deck was impossible to legally meet in Commander. Lutri’s restriction in Commander to only include one of each card makes it not able to be cast since it duplicates a spell from the hand, which would make you have two of one spell. These bans were necessary to maintain the integrity and intended gameplay experience of the Commander format.
Community Engagement and Continuous Evolution
The rules of Commander are constantly evolving, shaped by community feedback and the ongoing release of new cards. Websites such as GamesLearningSociety.org offer resources and community discussions that are vital for any Magic: The Gathering fan to stay current on new strategies and rules.
FAQs: Companion Rules in Commander
1. Can my commander also be my companion?
No, your commander cannot also be your companion. A creature cannot simultaneously be your commander (residing in the command zone) and your companion (starting outside the game). They are distinct roles within the deckbuilding structure.
2. Does my companion’s color identity restrict my commander’s color identity?
No, your commander’s color identity restricts your companion’s color identity. Your companion must have a color identity that is completely contained within your commander’s color identity.
3. What happens if I can’t meet my companion’s deckbuilding requirement during a game?
If you fail to meet your companion’s deckbuilding requirement at any point during the game, you cannot cast your companion from outside the game. This can happen if, for example, you use a card that tutors a card into the game, causing you to have an even converted mana cost. The requirement is checked before you cast the companion.
4. Can I use multiple companions in my Commander deck?
No, you can only have one companion in your Commander deck. The rules specifically limit you to choosing a single companion before the game begins.
5. If my companion is countered, can I cast it again from outside the game?
No, once your companion has entered the game (even if it is countered), you cannot cast it again from outside the game. The companion mechanic allows you to cast it from outside the game only once per game.
6. Can my opponent steal my companion?
Yes, once your companion is on the battlefield, it can be targeted by your opponents’ spells and abilities like any other permanent. They can steal it, destroy it, exile it, or otherwise interact with it as they see fit.
7. Is it worth building a Commander deck around a companion?
That depends on the companion and your play style. Some companions offer significant advantages if you can reliably meet their deckbuilding requirements. However, the restrictions can also limit your deckbuilding options and make your deck more predictable. Carefully weigh the pros and cons before committing to a companion-centric strategy.
8. Are there any plans to ban more companions in Commander?
The Commander Rules Committee regularly evaluates the format and may ban cards if they are deemed too powerful or unhealthy for the game. There are no announced plans to ban any additional companions at this time, but that could change in the future.
9. Can I put my companion in my deck instead of using it as a companion?
Yes, you can include any of the legal companions in your main deck as one of your 99 cards, provided it adheres to the deckbuilding requirements of Commander and your commander’s color identity. However, you cannot then use it as a companion in that same game. It’s either a companion or a regular card in your deck, not both.
10. What if my commander is also a companion?
This is not possible. No card is currently designed to be both a commander and a companion simultaneously.
11. Do companions affect the mulligan rules in Commander?
No, companions do not directly affect the mulligan rules in Commander. You mulligan as normal, without considering your companion until after you have decided to keep your opening hand.
12. What happens if a companion is banned after I build a deck around it?
If a companion is banned, you can no longer use it as your companion. You would need to either remove it from your deck (if it was part of your 99) or choose a different companion and rebuild your deck to meet its requirements.
13. Are there any resources to help me build a Commander deck around a specific companion?
Yes! Websites such as EDHREC can provide data and suggestions on cards that work well with specific commanders and companions. You can also find decklists and discussion on forums and social media groups dedicated to Commander.
14. Can I change my companion between games within the same play session?
No, you must declare your companion before the first game of a play session, and you cannot change it for subsequent games within that session. This prevents you from strategically switching companions based on your opponents’ decks.
15. What happens to a commander deck that is supposed to be a companion but is now a main deck card?
If you wish, you can have your deck be a 100-card commander deck. If this is what you choose to do, there is no longer an option to play a companion.
Conclusion
Companions add an interesting layer of deckbuilding complexity to Commander. While the initial implementation was problematic, the current rules and bans have created a more balanced and enjoyable experience. By carefully considering the deckbuilding restrictions and the companion’s abilities, you can create powerful and unique Commander decks. Remember to stay informed about the latest rules changes and community discussions to optimize your gameplay. Enjoy!
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