Decoding the Commander Format: A Comprehensive Guide to the Rules
Commander, also known as EDH (Elder Dragon Highlander), is a wildly popular Magic: The Gathering format celebrated for its social, strategic, and creative gameplay. The core rules are straightforward, yet understanding the nuances can significantly enhance your experience. The fundamental rules of a Commander deck are: It must contain exactly 100 cards, including your commander. With the exception of basic lands, no two cards in the deck may have the same English name (the singleton rule). Your commander(s) dictates your deck’s color identity, limiting the cards you can include. Finally, the deck must adhere to the banned list maintained by the Rules Committee.
Deep Dive into the Commander Rules
Let’s break down each component of a Commander deck and its rules in greater detail.
1. The 100-Card Singleton Rule
This is the cornerstone of Commander. Your deck must consist of precisely 100 cards. This includes your chosen commander(s). And, with the exception of basic lands (Plains, Islands, Swamps, Mountains, and Forests), you can only include one copy of each card. This singleton format encourages diverse deckbuilding and promotes strategic thinking. It forces players to rely less on repetitive, powerful combinations and more on synergistic interactions between a broader card pool.
2. The Commander(s)
Your commander(s) are the heart and soul of your deck. These legendary creatures (or planeswalkers with the ability to be a commander) sit in the command zone at the start of the game. You can cast them from the command zone, but each time they return there and you recast them, the cost increases by {2} (two generic mana). This is known as the “commander tax.”
If you have two commanders with the “partner” ability, they both start in the command zone. The rest of your deck shrinks to 98 cards. Both commanders are treated separately under the commander rules.
3. Color Identity
This is a crucial aspect of deck construction. Your deck’s color identity is determined by the colors of mana symbols that appear on your commander’s card, including both the mana cost and any activated or triggered abilities. For example, a commander with a cost of {W}{U}{B} (White, Blue, Black) and an ability that includes a {R} (Red) mana symbol has a color identity of White, Blue, Black, and Red. Your deck cannot include any cards with mana symbols that aren’t within your commander’s color identity. Basic lands can only be included in a deck if the color(s) of mana they produce are within the commander’s color identity.
4. The Banned List
The Commander Rules Committee maintains a list of cards that are banned from the format. This list is updated periodically to ensure a balanced and enjoyable play experience. Be sure to consult the latest banned list before building your deck.
5. Commander Damage
This is a unique win condition in Commander. If a player takes 21 or more combat damage from a single commander over the course of the game, that player loses. Importantly, the damage is tracked regardless of how many times the commander has changed zones (e.g., returned to the command zone, been exiled, or even controlled by another player).
6. Command Zone Shenanigans
The command zone is a special zone outside the game where your commander resides when it’s not on the battlefield. When your commander would be put into the graveyard or exile from anywhere, you can choose to move it to the command zone instead. You can also return your commander to the command zone from your hand, although this isn’t as common since it means you’re essentially paying the commander tax without having it on the battlefield.
7. Rule 0 and Social Contract
While not strictly a “rule,” Rule 0 is perhaps the most important aspect of Commander: the pre-game discussion. This is where players discuss their deck’s power level, theme, and desired play experience. This allows groups to tailor their games to be more fun and engaging for everyone involved. This can also include banning certain cards that may not be on the official banlist.
8. Companions
The only card that can be brought in from outside the game is a Companion, following Commander Rule 11. However, your commander and the 99 cards in your deck must meet the companion criteria in order for you to use one. Companions must adhere to your commanders colour identity and the singleton rules.
9. Lands
The average deck should have somewhere between 34-42 lands, depending on its level of mana ramp, and its synergy with lands specifically. Lands should also be appropriate to the colours of mana that your commander uses.
Commander FAQs: Sharpening Your Understanding
Here are some frequently asked questions about Commander rules to further clarify any lingering uncertainties:
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Can I have multiple commanders in my deck? Yes, but only if they both have the “partner” ability. Otherwise, you can only have one commander.
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What happens if my commander dies? When your commander would go to the graveyard or exile, you can choose to return it to the command zone.
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Does the commander tax apply every time I cast my commander? Yes, the commander tax of {2} is added each time you recast your commander from the command zone.
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Can my opponent steal my commander? Yes, opponents can steal your commander using cards that grant control of creatures. You retain the ability to move your commander to the command zone when it leaves the battlefield.
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What cards are considered “auto-includes” in Commander? While deckbuilding depends heavily on the deck, some cards that fit into almost any deck are Sol Ring, Arcane Signet, Rhystic Study, and Swiftfoot Boots.
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What is the 8×8 rule? The 8×8 theory for EDH/Commander, Start with your Commander and 35 lands, choose 8 effects you wish to see, and then pick 8 cards for each effect, yielding a clean 64 cards.
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What is Rule 0? Rule 0 is an unofficial rule in Commander that allows players to modify the rules of a non-competitive game.
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What is the 21 commander damage rule? A player that’s been dealt 21 or more combat damage by the same commander over the course of the game loses the game.
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Are sideboards allowed in commander? The Commander format normally has no sideboard. However, a companion is the only card that can exist there, if both the cards in the library and the commander card meet the companion criteria.
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What is the perfect commander deck ratio? MTG’s Commander decks, just like 60-card Constructed decks, should contain around 35% to 40% land cards — though Commander decks tend to have a slightly higher ratio of lands, just in case.
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What is the tuck rule in commander? Any time an ability would cause a commander to return to a player’s hand or be “tucked” into their deck, there is a new replacement effect that allows players to simply return it to the safety of the command zone.
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What is the legendary rule in commander? The total number of legendary creatures in a deck is not restricted. While you can have four of any legendary in your deck, don’t forget that if you already have a legendary card of the same name out, you will have to choose one to sacrifice.
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Can you put any basic land in a commander deck? A card with a basic land type may be included in a Commander deck only if each color of mana it could produce is included in the commander’s color identity.
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How many creatures should I have in my Commander deck? I recommend putting in around 33–35 land, then you can add in 66 or less creatures.
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How many colors should a Commander deck have? You can build a commander deck with as few colors as you want. By definition any commander deck will be the same number of colors as the commander.
The Power of Collaboration and Learning
The commander format is a great way to improve your game knowledge, meet new players, and have fun in a friendly environment. You can learn more about the impact of games in education and connect with other educators at the Games Learning Society website at https://www.gameslearningsociety.org/. Commander is more than just a game; it’s a dynamic, social experience that encourages creativity, strategy, and community.
Understanding the rules is key to unlocking the full potential of the Commander format. By following these guidelines and embracing the spirit of collaboration, you’ll be well on your way to countless memorable games.