Do +1 counters stay on commanders?

Do +1/+1 Counters Stay on Commanders? A Comprehensive Guide

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Yes, generally, +1/+1 counters remain on your commander as it moves between zones, such as from the battlefield to the command zone or the graveyard, and back to the battlefield. However, the caveat is the specific rules of the game regarding zones and state-based actions. Most of the time, when a permanent changes zones, it becomes a new object with no memory of its previous existence, including counters. There are some exceptions to this rule, which we’ll explore in detail, primarily focusing on the card Skullbriar, the Walking Grave, and the effects which modify the default game rules, and other nuances of counter interactions.

Understanding Zones and Counters

To fully grasp whether +1/+1 counters stick to your commander, it’s crucial to understand the concept of zones in Magic: The Gathering (MTG). Zones are distinct areas where cards can exist during a game: the battlefield, the graveyard, the hand, the library, the exile zone, and, of course, the command zone.

Ordinarily, when a card moves from one zone to another, it’s treated as a brand-new object. Any counters, Auras, or Equipment attached to it are left behind. This is where the exception for commanders comes into play, particularly with the existence of Skullbriar.

The Skullbriar Exception

Skullbriar, the Walking Grave is a unique commander because its text explicitly states that it retains all counters, not just +1/+1 counters, as it moves between zones. This means if Skullbriar is on the battlefield, accumulates several +1/+1 counters, and is then sent to the graveyard, those counters will still be there if you return Skullbriar to the battlefield or cast it from the command zone.

However, it’s important to understand that this behavior is specific to Skullbriar. Most other commanders will lose their counters when they change zones.

How +1/+1 Counters Work

Definition

A +1/+1 counter increases a creature’s power and toughness by 1. Multiple counters stack, so a creature with three +1/+1 counters gets +3/+3. These counters remain on the creature until they are removed by an effect or canceled out by -1/-1 counters.

Interactions with -1/-1 Counters

If a creature has both +1/+1 counters and -1/-1 counters, they cancel each other out, one for one, as a state-based action. This means the game automatically checks for this condition whenever a player would receive priority. If a creature has three +1/+1 counters and two -1/-1 counters, the result will be one +1/+1 counter remaining on the creature.

Undying and Persist

Mechanics like Undying (returns a creature with a +1/+1 counter) and Persist (returns a creature with a -1/-1 counter) interact with counters. If a creature with Undying dies and has no +1/+1 counters on it, it returns with one. If it already has one, it stays dead. Similarly, a creature with Persist returns with a -1/-1 counter unless it already has one.

Commander Specifics

Command Zone Rules

When your commander is sent to the graveyard or exile from the battlefield, you have the option to send it back to the command zone instead. This is a key part of the commander format. Without Skullbriar, your commander loses all counters when it goes to the command zone.

Commander Tax

Each time you cast your commander from the command zone, it costs an additional two generic mana. This is known as the commander tax. Counters on a commander do not affect this tax.

Frequently Asked Questions (FAQs)

Here are some common questions about +1/+1 counters and commanders:

1. What happens to +1/+1 counters on my commander when it dies (without Skullbriar)?

Normally, when a commander dies and is moved to the graveyard or the command zone, it loses all +1/+1 counters. The counters cease to exist because the object changes zones.

2. Do experience counters stay when my commander dies?

Yes, experience counters are placed on players, not creatures. Therefore, they remain with you even if your commander dies or is sent back to the command zone.

3. Can I move +1/+1 counters from one commander to another?

Some cards allow you to move counters between permanents. If you use such a card, you can move +1/+1 counters from one commander to another, but only while both are on the battlefield.

4. Do +1/+1 counters cancel out other types of counters?

No, +1/+1 counters only cancel out -1/-1 counters. They do not interact with other types of counters, such as poison counters or charge counters.

5. What happens if my commander is exiled with +1/+1 counters?

If your commander is exiled and you choose to send it to the command zone instead, it will lose all its +1/+1 counters.

6. Does phasing out remove +1/+1 counters from my commander?

No, phasing out does not remove counters. Auras, Equipment, and counters remain on a permanent while it’s phased out.

7. Can I put +1/+1 counters on non-creature permanents?

Yes, you can put +1/+1 counters on any type of permanent, but they only modify power and toughness while the permanent is a creature. For example, a land can have +1/+1 counters on it, but they won’t do anything until the land becomes a creature.

8. Can -1/-1 counters kill an indestructible commander?

Yes, -1/-1 counters can effectively “kill” an indestructible creature by reducing its toughness to zero. Though the creature won’t be destroyed, it will be put into the graveyard as a state-based action.

9. Do +1/+1 counters change a creature’s base power and toughness?

No, +1/+1 counters augment a creature’s power and toughness. They do not change the base values printed on the card unless an effect specifically sets the power and toughness to a new value.

10. If I flicker my commander, will it keep its +1/+1 counters?

No, flickering a creature (exiling it and then returning it to the battlefield) causes it to become a new object. It will lose all +1/+1 counters unless the creature is Skullbriar.

11. How do +1/+1 counters interact with transforming creatures?

Any +1/+1 counters on a transforming creature will remain on it after it transforms.

12. What is the difference between charge counters and +1/+1 counters?

Charge counters are generic counters used on non-creature permanents. +1/+1 counters specifically modify the power and toughness of creatures.

13. Can I counter a spell that puts +1/+1 counters on my commander?

Yes, you can counter a spell that targets your commander, preventing it from resolving and thus preventing the +1/+1 counters from being placed.

14. What is the undying rule and how does it affect my commander?

The Undying ability returns a creature from the graveyard to the battlefield with a +1/+1 counter if it didn’t have one already. If your commander has Undying, it will return with a +1/+1 counter unless it already had one.

15. Where can I learn more about Magic: The Gathering and its rules?

You can explore more information about Magic: The Gathering and related subjects through the Games Learning Society at https://www.gameslearningsociety.org/, a great resource to learn about the educational aspects of gaming. This community provides valuable resources for players of all levels, from beginners to seasoned veterans. Furthermore, many online resources are available, including the official MTG website and numerous fan-created wikis and forums.

Conclusion

While most commanders lose their +1/+1 counters when they move zones, exceptions like Skullbriar, the Walking Grave offer unique strategic possibilities. Understanding the nuances of counters, zones, and state-based actions is crucial for mastering the Commander format. Always read card text carefully and consider how different mechanics interact to make the most of your commander and its counters.

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