Do Commanders Have Summoning Sickness? A Deep Dive into Magic: The Gathering’s Rules
Fast answer first. Then use the tabs or video for more detail.
- Watch the video explanation below for a faster overview.
- Game mechanics may change with updates or patches.
- Use this block to get the short answer without scrolling the whole page.
- Read the FAQ section if the article has one.
- Use the table of contents to jump straight to the detailed section you need.
- Watch the video first, then skim the article for specifics.
The short answer is: Yes, commanders absolutely have summoning sickness just like any other creature entering the battlefield. However, the nuances surrounding this fundamental rule in Magic: The Gathering’s Commander format warrant a much deeper explanation. Let’s explore what summoning sickness means for your commander, how it interacts with the game, and answer frequently asked questions to clear up any confusion.
What is Summoning Sickness?
Summoning sickness is a game mechanic that prevents creatures from attacking or activating abilities with the tap symbol ( ⟳ ) the turn they enter the battlefield. Think of it as a temporary “daze” that affects newly summoned creatures. This rule is crucial for balancing the game and preventing immediate, overwhelming attacks.
-
Duration: Summoning sickness lasts until the beginning of the creature’s controller’s next turn. After that point, the creature can attack and activate tap abilities as normal.
-
Affected Permanents: While the term “summoning sickness” only truly applies to creatures, this period of limitation also affects Artifact Creatures, Land Creatures, Planeswalker Creatures and Enchantment Creatures, or any non-creature permanent that becomes a creature. Notably, planeswalkers themselves do not experience summoning sickness, they can use their abilities the turn they enter.
-
Why is it Important? Imagine a world where you could summon a powerful creature and immediately attack. It would reduce the opportunity for opponents to respond, creating an unfair advantage. Summoning sickness forces players to consider the timing of their plays.
Summoning Sickness and Your Commander
Your commander, while special, is still subject to the rules of the game, including summoning sickness. Whether you’re casting your commander from your hand or from the command zone, it’s still a creature entering the battlefield, and therefore has summoning sickness when it first arrives. This means:
-
No Immediate Attacks: You cannot attack with your commander the turn you cast it, unless it has haste (more on that later).
-
No Immediate Tap Abilities: You cannot use any activated abilities on your commander that require tapping ( ⟳ ) the turn you cast it, unless it has haste.
-
The “Commander Tax”: When casting your commander from the command zone, you pay an additional two colorless mana for every time it was previously cast from the command zone in that game. Summoning Sickness is not negated because of the tax.
Bypassing Summoning Sickness: The Power of Haste
One way to circumvent the restrictions of summoning sickness is through the keyword ability haste. A creature with haste can attack and use tap abilities the turn it enters the battlefield, effectively ignoring the effects of summoning sickness.
-
Commander Abilities: Some commander cards or cards in your deck might give your creatures haste. Some commanders like Urabrask, Heretic Praetor, have inherent abilities that give themselves and other creatures haste.
-
Commander Buffs: Some commanders also give themselves additional benefits when you cast them, such as a +2/+2 power and toughness buff. These buffs do not alter the summoning sickness status.
-
Strategic Value: Haste is invaluable in the Commander format. It lets your threats impact the game instantly, apply pressure, and react to plays much faster.
Summoning Sickness: Frequently Asked Questions (FAQs)
Understanding all the intricacies of summoning sickness is essential, especially in the complex world of Commander. Here are some frequently asked questions that often arise:
1. Does a commander’s death cause them to lose summoning sickness?
No. Death of a creature will not remove summoning sickness. If you move your commander to the command zone when it would die, it will still have summoning sickness upon returning to the battlefield.
2. Does blinking a commander remove summoning sickness?
Blinking a creature (exiling and returning it to the battlefield) does not remove summoning sickness. If you flicker your commander, it will still have summoning sickness the turn it returns.
3. Does untapping a commander remove summoning sickness?
No, untapping does not remove summoning sickness. Although a creature may enter the battlefield untapped, it can still not attack or use tap abilities until the summoning sickness ends.
4. Does summoning a commander count as casting a spell?
Yes, summoning your commander is considered casting a spell, which is particularly important because the “commander tax” increases by two for each time you’ve cast it in a given game from the command zone.
5. Can I return a commander to my hand, and does that remove the tax?
Yes, if your commander would go to the graveyard or exile, you can choose to return it to your hand, but this option does not increase the commander tax. If you choose to return your commander to the command zone the tax is increased.
6. Can my commander do commander damage to myself?
Yes, your commander can deal combat damage to you. If your commander deals 21 or more damage to you, you lose the game.
7. Does my commander count as “dying” when it goes to the graveyard?
Yes, “dying” specifically means being put into the graveyard from the battlefield. However, you can choose to move your commander from the graveyard to the command zone before any triggers are placed on the stack.
8. Does deathtouch negate indestructible?
No. Indestructible creatures ignore deathtouch.
9. Does hexproof cancel deathtouch?
No, Hexproof does not prevent deathtouch, as deathtouch does not target a creature.
10. Is flash banned in commander?
Yes, the card Flash is banned in Commander, primarily due to its combo potential with other cards.
11. Can I flash in my commander?
Yes, you can give your commander the keyword ability Flash, allowing it to be cast at instant speed during any player’s turn.
12. Do lands count as spells?
No. Playing a land is a special action and does not go on the stack. This means it’s not a spell and cannot be countered.
13. What abilities are not affected by summoning sickness?
Abilities that do not require tapping, as well as abilities that trigger as creatures enter the battlefield, are not affected by summoning sickness.
14. Can a planeswalker be a commander?
Yes, some planeswalkers have the line “This card can be your commander,” allowing them to lead a deck.
15. What happens if my commander is exiled?
Similar to death, you have the option to move an exiled commander to the command zone before it is put into the exile pile. If you do, the commander tax is increased by two.
Final Thoughts
Summoning sickness is a core rule in Magic: The Gathering that applies to commanders just like any other creature. While it may seem limiting, understanding it, and when you can bypass it with haste, is key to mastering Commander gameplay. Knowing when to play your commander, and when to hold it back and protect it with spells and other cards, is vital to a winning strategy. Using the rules wisely lets you unlock the full power of your deck and lets your commander be the force to reckon with that it’s supposed to be.