Decoding Commander: A Deep Dive into Card Restrictions
Commander, also known as EDH (Elder Dragon Highlander), is a wildly popular Magic: The Gathering format renowned for its social gameplay, strategic depth, and deckbuilding creativity. But with great freedom comes great responsibility, and Commander is no exception. Understanding the card restrictions is crucial for building a legal and, more importantly, a fun deck.
The core card restrictions in Commander revolve around four key pillars: deck size, color identity, the singleton rule, and the ban list.
- Deck Size: Your Commander 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. Color identity includes the colors of any mana symbols in the card’s mana cost and rules text.
- Singleton Rule: With the exception of basic lands (Plains, Island, Swamp, Mountain, Forest, and now Wastes), you can only have one copy of each card in your deck. This encourages diverse deckbuilding and reduces the reliance on repetitive combos.
- Ban List: A regularly updated list of cards deemed too powerful, oppressive, or detrimental to the format’s health. These cards are simply not allowed in Commander decks.
Let’s break down each of these restrictions in more detail and then explore common questions players have about navigating the Commander format.
Understanding Color Identity
Color identity is a crucial concept that often trips up new Commander players. It goes beyond just the mana cost of a card. Consider the following:
- A card with a mana cost of {1}{W} (one generic mana and one white mana) has a color identity of white.
- A card with a mana cost of {R}{G} (one red mana and one green mana) has a color identity of red and green (Gruul).
- A card with the ability “{T}: Add {B} to your mana pool” has a color identity of black, even if its mana cost is colorless.
- A card with the ability “{1}{G}, Sacrifice a creature: Draw a card” has a color identity of green, even if its mana cost is colorless.
Therefore, even a seemingly “colorless” card can have a color identity based on the mana symbols in its abilities. This affects whether you can include it in your deck based on your commander’s color identity. Lands also have color identity based on the mana they produce. For example, a dual land that taps for either red or white mana has a red and white color identity.
The Singleton Rule: Embrace the Variety
The singleton rule adds a significant layer of challenge and creativity to Commander deckbuilding. It forces you to explore a wider range of cards and prevents the format from becoming dominated by the same repetitive strategies. While frustrating at times when you can’t draw that one card you need, it ultimately leads to more diverse and unpredictable games.
Navigating the Ban List
The Commander ban list is maintained by the Commander Rules Committee. The purpose of the ban list is to keep Commander fun and enjoyable for the majority of players. Cards are typically banned because they are too powerful, oppressive, or lead to unfun or degenerate game states. The ban list is not static; it is reviewed and updated periodically. You can find the current ban list on the official website.
Banned Cards: A Few Examples
Here are a few examples of cards that are currently banned in Commander and the reasons why:
- Primeval Titan: Allows you to fetch any two lands each time it attacks, quickly accelerating mana and board presence. Too powerful and consistent.
- Hullbreacher: Punishes players for drawing cards, often used in combination with effects that force opponents to draw, locking them out of the game.
- Iona, Shield of Emeria: Shuts down entire decks by preventing opponents from casting spells of a chosen color.
- Tinker: Sacrificing an artifact to fetch any artifact from your deck is extremely powerful, especially in a format with powerful artifacts like Blightsteel Colossus.
Frequently Asked Questions (FAQs)
Here are 15 frequently asked questions about card restrictions in Commander, along with detailed answers to provide further clarification.
-
Can I use silver-bordered or acorn cards in Commander? No. Silver-bordered and acorn cards are designed for un-sets and are not legal in sanctioned formats, including Commander. These cards often have rules that are meant to be humorous or break the game in silly ways, making them unsuitable for regular play.
-
Can I use cards from any Magic set in Commander? Yes, Commander is an eternal format, meaning that cards from almost every Magic set ever printed are legal, unless they are on the ban list or are silver-bordered/acorn cards.
-
What happens if I accidentally include a card with the wrong color identity in my deck? This makes your deck illegal. In a casual game, you can ask your playgroup to allow you to swap it out. In a sanctioned event, you would have to remove the card and replace it with a basic land before the tournament begins.
-
Can my commander be any legendary creature? No. Your commander must be a legendary creature or a planeswalker with the text “This card can be your commander.” Certain pairs of legendary creatures with the “Partner” ability can also be used as commanders.
-
What are Partner commanders, and how do they work? Partner is an ability that allows you to have two commanders instead of one, as long as both creatures have the Partner ability. The combined color identity of your Partner commanders determines the legal cards for your deck.
-
Can I use oversized commander cards? Yes, you can use oversized commander cards as a visual aid, but you must also have the regular-sized version of the card available. You use the regular card for gameplay purposes; the oversized version is simply for easier visibility.
-
Are sideboards allowed in Commander? Typically, no. Commander games don’t usually use sideboards. The exception is if you are using a Companion card.
-
Can I have colorless cards in my Commander deck if my commander is colored? Yes, as long as the colorless card does not have any colored mana symbols in its text box.
-
Where can I find the most up-to-date Commander ban list? The Commander ban list is maintained by the Commander Rules Committee and can be found on their official website.
-
Why are some cards banned in Commander? Cards are banned because they are deemed too powerful, oppressive, or unfun for the format. This could be due to their ability to consistently create one-sided games, lock opponents out of playing, or otherwise negatively impact the overall play experience.
-
If a card is banned, can I still use it with my playgroup if they agree? Yes. Commander is a social format, and playgroups are free to establish their own house rules. If your group agrees that a banned card is acceptable, you can use it. This is often referred to as “Rule 0” – discuss before you play.
-
Are the “Walking Dead” Secret Lair cards legal in Commander? Yes. Despite being released in a non-traditional way, these cards are legal in eternal formats like Commander.
-
Can I have a Planeswalker as my Commander? Only if the Planeswalker card explicitly states, “This card can be your commander.” Most Planeswalkers cannot be used as commanders.
-
Is it okay to use a proxy for a Commander card that I don’t own? Proxies are generally acceptable in casual Commander games, especially for expensive or hard-to-find cards. However, check with your playgroup beforehand to ensure everyone is comfortable with it. Proxies are typically not allowed in sanctioned tournaments.
-
Do dungeons and dragons cards legal in commander? Yes, the new cards printed in the Dungeons & Dragons: Adventures in the Forgotten Realms Commander Decks are legal for play in the Commander.
Beyond the Rules: The Spirit of Commander
While adhering to these card restrictions is essential for playing a legal Commander deck, remember that the format is ultimately about having fun and creating memorable experiences with friends. Discussions with your playgroup about power levels and desired play experiences are crucial for ensuring that everyone enjoys the game. Understanding the rules is only half the battle; embracing the spirit of Commander is what truly makes it a special format. Check out the GamesLearningSociety.org website for more articles on Magic and other games!
Ultimately, understanding these card restrictions is key to building effective and legal Commander decks, fostering a more engaging and enjoyable play experience for everyone involved. So, go forth, embrace the rules, and create some epic Commander moments!