Can Commander decks have sideboards?

Can Commander Decks Have Sideboards? A Comprehensive Guide

The straightforward answer is: Generally, no, Commander (also known as EDH, or Elder Dragon Highlander) decks do not typically have sideboards. The conventional format emphasizes single, self-contained multiplayer games, rather than structured matches with multiple games requiring sideboard adjustments. However, there’s a notable exception: the Companion mechanic. If your deck and commander meet the specific criteria of a Companion card, that card can exist outside the main deck, effectively acting as a sideboard of one.

But the world of Commander is ever-evolving, and the community’s embrace of “Rule 0” – the concept of pre-game discussions and agreed-upon variations to the format – means that the question of sideboards is more nuanced than a simple yes or no. Let’s delve deeper.

The Traditional Commander Structure: Why No Sideboard?

The core philosophy behind Commander is social interaction and diverse gameplay. A typical Commander game involves multiple players, each with a unique deck, engaging in a single, extended play session. This stands in contrast to competitive formats like Standard or Modern, where matches are best-of-three and players have the opportunity to adapt their strategy between games.

The absence of a sideboard in traditional Commander stems from several factors:

  • Focus on Single Games: Commander is designed for single-game experiences. Sideboards are tools for adapting to known opponents and strategies across multiple games.
  • Multiplayer Dynamics: In a multiplayer game, it’s difficult to predict who you’ll need to target or counter. A sideboard designed for a specific opponent might be useless against others at the table.
  • Emphasis on Deck Building: Commander encourages players to build well-rounded decks that can handle a variety of threats. A sideboard would potentially diminish this aspect of the format.
  • Social Contract: The “Rule 0” encourages discussion and agreement. The Commander community is built around players who understand the purpose of this social format.

The Companion Exception

As mentioned earlier, the Companion mechanic offers a narrow exception to the no-sideboard rule. A Companion is a card that starts the game in your “companion zone” (essentially, outside your deck) if your deck meets its specific requirements. These requirements often involve restrictions on the types of cards you can include in your deck.

The Companion essentially functions as a guaranteed eighth card in your opening hand, providing a significant strategic advantage. While it’s not a traditional sideboard, it does allow you to have a card outside your main deck that you can access every game, provided you’ve built your deck to accommodate its requirements.

“Rule 0” and the Possibility of House-Ruled Sideboards

The concept of “Rule 0,” sometimes referred to as the “social contract,” allows players to modify the rules of Commander through pre-game discussions and agreements. This opens the door to the possibility of incorporating sideboards into Commander games, although this is far from standard practice and requires explicit consent from all players involved.

Here’s how a “Rule 0” sideboard might work:

  • Shared Understanding: Before the game, all players must agree on the size and limitations of the sideboard.
  • Fairness: Any sideboard rules should be applied equally to all players. No one should have an unfair advantage.
  • Wishboard: Players can use “Wish” cards to gain access to a card in their sideboard.
  • Specific Restrictions: Players can create restrictions on the types of cards that can be included in the sideboard.
  • Game Length: Players should consider the impact of sideboards on game length. More time is required.
  • Format Alterations: Players can use the sideboard to alter the format of the game, such as adding a mechanic that does not appear on the card.

The “Wishboard” Concept

Another approach to circumventing the no-sideboard rule is to incorporate “Wish” cards into your Commander deck. “Wish” cards, like Cunning Wish, Burning Wish, Living Wish, Death Wish, and Glittering Wish, allow you to retrieve a card from outside the game.

While technically not a sideboard, a collection of cards kept separate from your deck could function as one if you have access to these “Wish” effects. However, it’s crucial to remember that most playgroups frown upon using Wishes to grab cards from your collection unless it’s explicitly agreed upon beforehand. Instead, consider cards that let you get lands, creatures, artifacts, and enchantments from outside of the game. Be respectful of the social contract, and only use cards that are not frowned upon.

Considerations When Implementing a “Rule 0” Sideboard

If your playgroup decides to experiment with sideboards, consider these factors:

  • Sideboard Size: Determine a reasonable number of cards for the sideboard. A common suggestion is 10 cards.
  • Time Constraints: Allow sufficient time between games for players to make sideboard adjustments.
  • Format Impact: Assess how sideboards might affect the overall dynamics and balance of Commander games. Will it make the games more competitive and less about casual fun?
  • Transparency: Be open about your sideboard strategy and the cards you intend to bring in.
  • Inclusivity: Ensure that all players have access to a sideboard, regardless of their budget or card collection.

In conclusion

While traditional Commander discourages sideboards to preserve its casual, multiplayer focus, the community-driven “Rule 0” and the Companion mechanic provide avenues for incorporating sideboard-like elements into your games. Always prioritize open communication and consensus within your playgroup to ensure a fun and balanced experience for everyone.

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Frequently Asked Questions (FAQs)

1. What are the rules for sideboards in Magic: The Gathering?

In Constructed formats like Standard and Modern, a sideboard is a group of up to 15 cards that players can use to modify their deck between games of a match. These cards allow for strategic adjustments based on the opponent’s deck and playstyle.

2. When can I use my sideboard in MTG?

Players can use their sideboard between games of a match, typically after the first game. They can make one-for-one swaps with cards in their main deck to improve their chances of winning the next game.

3. What are the rules for building a commander deck?

A Commander deck must contain exactly 100 cards, including the commander. With the exception of basic lands, no two cards in the deck may have the same English name. If you’re playing a companion, it must adhere to color identity and singleton rules.

4. What is rule 0 in commander?

Rule 0 refers to the pre-game discussions players have to establish the rules and power level of the game. It allows for modifications such as using banned cards, silver-bordered cards, or agreeing on custom mechanics.

5. What is the rule of thumb for commander deck building?

A common rule of thumb is to include 35 to 40 lands in your Commander deck. Adjust this number based on your commander’s mana cost and the amount of ramp you have in your deck.

6. What is a sideboard in MTG Commander?

A sideboard in MTG Commander is an optional group of cards that can be used to swap out cards in your main deck between games of a match. It is not a traditional part of the format but can be implemented through “Rule 0” agreements.

7. Where can you use a sideboard?

Sideboards are traditionally used in competitive MTG formats like Standard, Modern, and Legacy. In Commander, their use is less common and typically requires agreement from the playgroup.

8. How many cards in a Commander sideboard?

If a playgroup agrees to use a sideboard, the size is usually determined by them, but 10-15 cards is a common suggestion.

9. How big can your sideboard be in MTG?

In most Constructed formats, your sideboard can have up to 15 cards.

10. Do you need a sideboard in MTG?

A sideboard is not required, but it can provide a significant advantage in competitive formats by allowing you to adapt your deck to your opponent’s strategy.

11. Can you bring a sideboard guide to MTG?

You are allowed to have outside notes like a sideboard guide, but you aren’t allowed to have an “excessive” amount of such notes, and you’re only allowed to look at them between rounds, not during your matches.

12. Why shouldn’t you upgrade your Commander deck too frequently?

Upgrading your Commander deck too often can lead to power creep and make it difficult to assess whether the changes are truly improving the deck’s performance. It also prevents the player from mastering the deck.

13. What’s the purpose of a sideboard?

The purpose of a sideboard is to provide players with flexibility and the ability to adapt their deck to different opponents and strategies between games of a match.

14. How big can your sideboard be in Commander?

In Commander, if a playgroup decides to use a sideboard, its size is determined by the group. There is no standard rule. A common amount is 10-15.

15. How many cards allowed in a sideboard mtg?

In Constructed formats, a sideboard may have up to 15 cards.

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