What Happens When You Exile Someone’s Commander in Magic: The Gathering?
The simple answer: You can exile a commander! But, that’s rarely the end of the story. When a commander is exiled, its owner gets to choose whether to leave it in exile or move it to the command zone instead. This is a replacement effect, meaning it happens instead of the commander going to exile. This choice is crucial because it impacts the game in several ways, from avoiding “dies” triggers to potentially increasing the commander tax. Understanding this core mechanic and its implications is vital for any Commander (also known as EDH) player.
The Commander’s Choice: Exile or Command Zone?
The key thing to remember is that exiling a commander doesn’t permanently remove it from the game unless specific and unusual circumstances prevent the owner from choosing the command zone. The rule works like this:
- A spell or ability (like Banishing Light or Swords to Plowshares) attempts to exile the commander.
- The commander’s owner, before the exile effect fully resolves, decides whether the commander stays in exile or moves to the command zone.
- If they choose to leave the commander in exile, it remains there until another effect moves it.
- If they choose the command zone, the exile effect is essentially replaced. The commander never actually hits the exile zone (except perhaps momentarily before the replacement effect kicks in).
This decision has several important ramifications, particularly when considering triggers and state-based actions. For example, a creature that triggers when another creature “dies” will not trigger if a commander is exiled and its owner chooses to return it to the command zone. Conversely, if the commander stays in exile, “dies” triggers are avoided, but the commander remains potentially vulnerable to graveyard recursion strategies.
Commander Tax and Strategic Considerations
One of the most critical factors influencing the choice of exile versus command zone is the commander tax. This tax is an additional cost that you must pay when you cast your commander from the command zone. Each time your commander has been cast from the command zone, the tax increases by {2}.
Therefore, if your commander is exiled, and you choose to return it to the command zone, you will have to pay the increased commander tax when you recast it. This can significantly impact your mana availability and strategic options.
There are situations where keeping your commander in exile might be advantageous. Perhaps you anticipate an opponent using a card like Mimic Vat to create a token copy of your commander from your graveyard. Leaving it in exile prevents this.
Navigating Complex Interactions: When Exile Matters
While the commander’s owner typically has the choice, there are exceptions and nuances that can impact this decision. These often involve multiple replacement effects or unusual game states. Let’s consider a few:
-
Phasing: Certain effects can cause a permanent to phase out. A permanent that has phased out is treated as though it doesn’t exist. If you were to gain control of an opponent’s commander and then phase it out using a token copy of a creature with phasing or Vanishing, it would be permanently exiled (or at least while that player is in the game). The original owner can no longer put it into the command zone.
-
State-Based Actions During Spell Resolution: The commander’s owner generally has the option to send the commander to the command zone even if it’s exiled from the graveyard. However, the timing is crucial. State-based actions are not checked while a spell is resolving. An opponent could use a card like Grave Betrayal to temporarily gain control of your commander from your graveyard before you can move it to the command zone.
Exile Effects and Card Interactions: Key Examples
Several cards and mechanics commonly interact with the “exile a commander” scenario. Here are a few notable examples:
- Banisher Priest/Fiend Hunter: These creatures exile another creature until they leave the battlefield. This is a temporary exile. The commander’s owner can choose to move the commander to the command zone when targeted or allow it to be exiled.
- Swords to Plowshares/Path to Exile: These are classic instant-speed removal spells that exile a creature. Again, the commander’s owner has the choice.
- Mimic Vat: This artifact exiles a creature card from a graveyard and allows you to create token copies of it. The exile effect is optional.
- Release to the Wind: This aura exiles a creature and allows its owner to cast it without paying its mana cost. Importantly, the aura’s continuous effect only applies while the commander is exiled by that aura. If the commander moves to the command zone, the effect is broken.
- Grave Betrayal: As described above, timing is everything when an opponent tries to steal your commander from your graveyard and reanimate it under their control.
Frequently Asked Questions (FAQs) About Exiling Commanders
Here are some common questions related to exiling commanders, aimed at clarifying specific scenarios and interactions:
-
Can you exile someone’s commander with a spell or ability? Yes! You can exile a commander with a spell or ability just like any other creature. The critical difference is that the owner of that commander gets to choose if they want to leave their leader in exile or send it back to the command zone.
-
What happens if a commander gets exiled from the graveyard? The rules specifically state, “If a Commander would be put into a graveyard or exile from anywhere, its owner may choose to move it to the command zone instead.” The caveat, as discussed, is timing issues with instant-speed graveyard theft.
-
Can Banisher Priest exile a commander? Yep, that’s how it works. Banisher Priest’s triggered ability sends the commander to exile. The commander’s owner then decides where it goes.
-
Can you exile a commander with Mimic Vat? Exiling the card as the first ability resolves is optional. If you choose not to exile it, or you can’t exile it because the card has somehow left the graveyard before the ability resolves, the ability simply doesn’t do anything as it resolves. Any card currently exiled by Mimic Vat remains exiled.
-
Can you exile a commander with Banishing Light? Yes. Banishing Light’s trigger will exile the commander, so the commander’s owner can have it put into the command zone instead (or just moved to exile).
-
Can I mutate my commander? Yes, you can mutate your commander. If your commander is mutated into a pile, then the merged creature deals commander damage and counts as your commander regardless of its location in the pile.
-
Can you sacrifice your commander? You can absolutely sacrifice a commander. The act of sacrificing a commander triggers the replacement effect, allowing the owner to move it to the command zone.
-
Does exile count as dying for a commander? No, exile does not count as dying. Creatures don’t go to the graveyard when they’re exiled. This means they don’t trigger any “when X dies” or graveyard triggers.
-
Can you negate commander tax? It’s important to note that the commander tax only applies when you’re recasting from the command zone. If you use a card like Command Beacon to bounce your commander, you won’t have to pay the tax to cast it from your hand. The same applies if you’re putting the commander into play but not casting it (e.g., reanimating it).
-
Can you exile an indestructible commander? Yes! Indestructible permanents can still be put into their owner’s graveyard or exile by other means, such as by the “legend rule,” by being sacrificed, or by being exiled.
-
Can you steal commanders from graveyards? Yes, you absolutely can. The owner of the commander can only move it from the graveyard to the command zone as a state-based action. And we don’t check state-based actions while spells are resolving. So, an opponent can steal commanders with instant-speed reanimation spells.
-
What happens if a commander is sent to your hand or library? As a general rule, the commander has to go to the command zone if it’s returned to the library or to hand.
-
Is there a way to permanently remove a commander? Yes, there is ONE way to get rid of a Commander 100% permanently (or at least for the duration of the game). First, gain control of your victim commander of choice. Then, cast a creature with phasing. Next, make a token copy of your creature with phasing, or enchant a token with Vanishing.
-
Can you counter someone casting their commander? Assuming the commander is not an uncounterable spell, then yes, the spell would be countered, and the card would either go to the graveyard or back to the command zone if the opponent chooses.
-
Do stolen commanders still do commander damage? Yes, players can be dealt commander damage with commanders that are not their own if you control them.
Mastering the Commander Zone
The interplay between exile, the command zone, and the commander tax forms a crucial part of Commander strategy. Knowing when to let your commander be exiled and when to send it back to the command zone can be a game-winning decision.
The Games Learning Society offers a platform to delve deeper into the intricacies of game mechanics and strategies. You can explore resources and discussions at GamesLearningSociety.org. Whether you are interested in understanding complex board states or mastering the nuances of card interactions, resources like the Games Learning Society can sharpen your skills and deepen your appreciation for the strategic depth of Magic: The Gathering.
Ultimately, mastering the interplay of exile and the command zone is just one element of becoming a skilled Commander player. Continue to explore, experiment, and, most importantly, have fun!