How Many Cards Can You Have In Your Hand In Commander?
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The straightforward answer is: you can have any number of cards in your hand in Commander. However, there’s a crucial caveat: during your cleanup step at the end of your turn, you must discard down to your maximum hand size, which is normally seven cards. This means that while you might temporarily hold more than seven cards, you can’t end your turn with more than seven.
Let’s dive deeper into the nuances of hand size in Commander and explore how this rule impacts the game.
Understanding Hand Size in Magic: The Gathering
The concept of hand size is a core mechanic in Magic: The Gathering (MTG), designed to manage the flow of resources and prevent players from accumulating an overwhelming advantage. In most formats, including Commander, players are restricted in the number of cards they can retain at the end of their turn. This encourages card play, strategic resource management, and prevents games from stalling due to excessive card hoarding.
Maximum Hand Size: The Seven Card Limit
As stated, the standard maximum hand size in Commander is seven cards. This means that, during your cleanup step, if you have more than seven cards in your hand, you must discard down to seven. This process is generally done by choosing which cards to discard and placing them into your graveyard. The discarded cards are chosen by you. This action happens after every other phase in the game turn is complete. This rule is crucial for game balance and helps maintain the pace of the game.
Temporary Hand Size Expansion
It’s important to note that during a game, there are numerous ways your hand size might temporarily exceed seven. Drawing extra cards is a common feature in MTG. Many spells and abilities can allow you to draw multiple cards, some even letting you continue to draw cards until you have no cards left in your deck. These effects often lead to having more than the standard seven in your hand. However, these cards must be discarded at the end of your turn during the cleanup step. These effects can be extremely beneficial in the mid to late game. They allow you to have more options and more cards to play.
The Cleanup Step and Discarding
The cleanup step is the final phase of your turn. It is during this phase that you resolve all “until end of turn” effects, remove all damage from creatures, and, crucially, discard down to your maximum hand size of seven. This is an automatic action. You cannot choose to not discard cards. It’s important to understand this timing and plan accordingly. For example, if you are sitting at 6 cards in hand and are going to draw three more cards, then you must discard at least two cards. If you use a draw ability that allows you to “Draw until you have 7 cards in hand”, then you will not be required to discard, as you have already resolved to have 7 cards in hand.
FAQs: Hand Size and Other Commander Rules
Here are some frequently asked questions regarding hand size and related rules in Commander to provide a more comprehensive understanding of the format:
1. What happens if I have more than seven cards in my hand at the beginning of my cleanup step?
You must discard cards until you have exactly seven cards in your hand. You choose which cards you discard.
2. Can I have fewer than seven cards in my hand at the end of my turn?
Yes, you can have fewer than seven cards in your hand at the end of your turn. You only need to discard if you have more than seven cards.
3. Are there any cards or effects that change my maximum hand size?
Yes, there are cards and abilities that can increase or decrease your maximum hand size. Cards like “Library of Leng” or “Reliquary Tower” remove the restriction on maximum hand size, allowing you to have any amount of cards in your hand. There are also cards that limit your hand size such as “Naked Singularity”.
4. Do I draw cards at the beginning of the game in Commander?
Yes, as per Rule 103, every player draws seven cards at the start of the game.
5. Does my commander count as being in my hand?
No, your commander starts the game in the command zone, not in your hand. If your commander goes to your hand you may still play it without paying the tax.
6. What is the commander damage rule and does it relate to cards in hand?
The commander damage rule states that if a player is dealt 21 or more combat damage from a single commander over the course of the game, they lose the game. This doesn’t relate directly to hand size, but it is a key component of Commander. Commander damage is tracked across zone changes. This means that even if the Commander changes ownership, the amount of damage dealt stays with the original commander.
7. Are there any cards that are banned in Commander?
Yes, several cards are banned in Commander for various reasons, including being too powerful or causing unbalanced game states. Cards like “Primeval Titan” and “Fastbond” are among those that are currently banned.
8. Can my commander be a planeswalker?
Yes, some planeswalkers have the specific text stating that they “can be your commander.” These are an exception to the rule that commanders must be legendary creatures.
9. Can I have two commanders?
Yes, if both commanders have the partner ability, you can have two commanders. The partner ability is found on some legendary creatures. The two creatures are treated individually for all other Commander rules.
10. What is Rule 0 in Commander?
Rule 0 is an unofficial rule that allows players to modify the rules of a non-competitive game by mutual agreement. This is often done to address power level or to restrict the use of certain cards or strategies.
11. Is there a sideboard in Commander?
Normally, the Commander format doesn’t use a sideboard. The only card that can be in the sideboard is a companion, but it must meet color identity and other rules to be allowed to be a companion.
12. How many cards are there in a Commander deck?
A Commander deck contains exactly 100 cards, including your commander. The other 99 cards cannot have duplicate names besides basic lands.
13. What is a singleton format?
Commander is a singleton format, meaning that you can have only one copy of any card except basic lands in your deck. This promotes diverse gameplay.
14. How many lands should I have in my Commander deck?
A general rule of thumb is to include between 33 and 42 lands in a Commander deck. Special lands are highly encouraged.
15. Can my commander return to my hand?
Yes, your commander can return to your hand. You can choose to send it back to the command zone or to your hand. If you send it to your hand you may play the card without paying the commander tax. If you send it to the command zone you must pay the tax when you play it from the command zone. This tax is increased by 2 colourless mana every time the commander enters the command zone.
Conclusion
Understanding hand size limits and the cleanup step are crucial for effectively playing Commander. While you can accumulate more than seven cards during your turn, remember that you must discard down to seven at the end of your turn. By combining this knowledge with the other specific rules of the format, you’ll be able to navigate the intricacies of Commander and enjoy more strategic and engaging gameplay.