Does your commander count as part of the 100?

Does Your Commander Count Towards the 100-Card Deck Limit in Commander?

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In the exhilarating world of Commander (also known as EDH or Elder Dragon Highlander), a common question arises for both newcomers and seasoned players alike: Does your commander count as part of the 100-card deck limit? The definitive answer is no, your commander does not count as part of the 100 cards in your main deck. Your deck consists of exactly 100 cards, in addition to your commander(s). Think of your commander as residing in its own special zone—the command zone—separate from the 100 cards you’ll be drawing and playing throughout the game.

This distinction is fundamental to understanding deck construction in Commander. It directly impacts your strategy, card choices, and overall deck composition. Knowing that your commander sits outside of those 100 cards allows you to build a deck with the appropriate amount of card draw, ramp, and interaction without feeling as though you’re sacrificing a precious slot to your commander.

Understanding the Commander Deck-Building Rules

To truly grasp this concept, it’s crucial to revisit the core principles of Commander deck construction:

  • Deck Size: Your deck must contain exactly 100 cards, including your commander(s).
  • Color Identity: Every card in your deck must have a color identity that is either the same as or a subset of your commander’s color identity. This means you can’t include cards with colors that aren’t present in your commander’s mana cost or any color indicators.
  • Singleton Format: With the exception of basic lands, you can only have one copy of each card in your deck. This promotes diversity and strategic decision-making.
  • Commander as a Cornerstone: Your commander is a legendary creature (or a planeswalker with specific text allowing it to be a commander) that dictates the overall strategy and direction of your deck.
  • The Command Zone: Your commander starts the game in the command zone, a special zone separate from your library, hand, battlefield, graveyard, and exile.

Commander Variants and Deck Construction Nuances

While the core rule about the commander not counting towards the 100 is generally true, there are few exceptions:

  • Partner Commanders: If your commander pair has the “partner” ability, both commanders start in the command zone, making the rest of your library consists of 98 cards.
  • Commander Draft: In formats like Commander Draft using Commander Legends: Battle for Baldur’s Gate booster packs, you can build a deck around two copies of Faceless One. The same rule with partner commanders apply here: both commanders start in the command zone, and the library consists of 98 cards.
  • Commander Companion: While the commander does not count towards the deck limit, the Companion does. If you choose to add a Companion to your EDH game, your deck consists of 100 cards.

Frequently Asked Questions (FAQs)

1. Does a commander count as a creature in my deck?

Yes, your commander is considered a creature card (or a planeswalker with the “can be your commander” clause) while it’s on the battlefield. This means it’s subject to summoning sickness, can be targeted by removal spells that affect creatures, and interacts with other creature-based effects. However, while in the command zone, it’s simply a legendary card waiting to be cast.

2. Can I have more than one commander?

Generally, no. However, you can have two commanders if both creatures possess the “partner” ability. These commanders must also share a color identity, and the rest of the library is only 98 cards.

3. What happens if my commander dies?

When your commander dies (or is exiled), you have the option to return it to the command zone instead of letting it go to the graveyard or exile. This comes at a cost: each time you recast your commander from the command zone, it costs an additional 2 generic mana (this is known as the “commander tax”).

4. Can I put my commander into my graveyard voluntarily?

While you can technically choose to let your commander go to the graveyard (or exile), it’s rarely strategically advantageous. The state-based action allows you to move it back to the command zone before the game moves on. The additional cost for recasting it from the command zone makes it almost always the better option.

5. How does the commander tax work?

The commander tax is an additional cost of 2 generic mana added to your commander’s mana cost each time you cast it from the command zone after it has been there previously. This cost stacks cumulatively. So, the first time you cast it, it costs its normal mana cost; the second time, it costs its normal mana cost plus 2; the third time, its normal mana cost plus 4, and so on.

6. Can I use any legendary creature as my commander?

No. Only legendary creatures or planeswalkers that explicitly state they “can be your commander” can be used as your commander.

7. What if my commander is a planeswalker?

Some planeswalkers have the text “this card can be your commander.” These planeswalkers can be used as your commander, and they follow all the same rules as creature commanders. Note that most planeswalkers cannot be used as commanders.

8. How does color identity affect my deck building?

Your commander’s color identity dictates which cards you can include in your deck. You can only include cards with mana symbols or color indicators that are present in your commander’s mana cost. For instance, if your commander is mono-blue, you can only include cards with blue mana symbols and colorless cards.

9. What is a “color indicator”?

A color indicator is a colored dot or symbol on a card that indicates its color, even if it doesn’t have mana symbols of that color in its mana cost. Some cards have abilities that make them a certain color, even if the mana cost doesn’t show it. These are also taken into account when constructing an EDH deck.

10. What happens if I accidentally include a card with the wrong color identity?

If you include a card with the wrong color identity in your deck, it’s an illegal deck. In a casual game, you’ll likely be asked to remove the card and replace it with a legal one. In a tournament setting, it could result in penalties or disqualification.

11. Can I use a companion in Commander?

Yes, you can use a companion in Commander. However, you must meet the companion’s deck-building requirements, which are often quite restrictive. Keep in mind that the 100-card deck size doesn’t include your companion. Your companion will start outside the game, similar to your commander, unless it’s summoned. Rule 11 states the only cards allowed from outside the game are Companions.

12. Does my commander count towards my companion’s deck-building requirements?

Yes. Companions consider your entire starting deck, including your commander, when checking if the deck-building requirements are met. For instance, if you want to use Gyruda, Doom of Depths as your companion, your commander must have an even mana value.

13. What is Duel Commander?

Duel Commander is a 1v1 variant of Commander with different rules and a different banned list. Notably, the starting life total is 20 instead of 40. Decks still typically consist of 100 cards, not including the commander.

14. Where can I learn more about Commander strategy and deck building?

There are countless resources available online and in local game stores. Websites like MTGGoldfish, EDHRec, and Commander Spellbook offer decklists, strategy guides, and card recommendations. Don’t hesitate to ask experienced players in your community for advice. The GamesLearningSociety.org website may provide additional information on game design principles and strategy.

15. Why are some cards banned in Commander?

Cards are banned in Commander for various reasons, including being too powerful, creating oppressive gameplay patterns, or being unfun to play against. The Commander Rules Committee regularly updates the banned list to ensure a healthy and balanced play experience.

Final Thoughts

Understanding the deck construction rules in Commander, including the fact that your commander sits outside of the 100-card deck limit, is vital for building effective and enjoyable decks. Experiment with different commanders, strategies, and card combinations to discover your own unique play style and contribute to the vibrant and ever-evolving world of Commander!

Remember to always prioritize fun, sportsmanship, and respect for your fellow players. Commander is a social format, and the best games are those where everyone has a good time, regardless of who wins or loses.

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