What is Considered a Turn in MTG Commander?
A turn in MTG Commander is comprised of five distinct phases: beginning, precombat main, combat, postcombat main, and ending, with each phase occurring every turn, regardless of whether any actions take place during that phase. The beginning, combat, and ending phases are further divided into steps, which proceed in a specific order, with the end step of the ending phase often referred to as the “end of turn” and representing the last opportunity for a player to perform actions before the next player’s turn commences.
Understanding the Phases of a Turn
Breaking Down the Turn Structure
To grasp the concept of a turn in MTG Commander, it’s essential to understand the role of each phase and how they contribute to the overall flow of the game.
Frequently Asked Questions
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Do you draw on your first turn in Commander? In MTG Commander, all players draw a card during their first turn, unlike in some other Magic: The Gathering formats where the first player might skip their draw step.
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How many lands can you play per turn? A player can normally play one land during their turn, but certain effects may allow for additional lands to be played.
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Do you draw first turn in Magic? The rules regarding drawing on the first turn vary by format, but in a two-player game, the player who plays first skips the draw step of their first turn.
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What is considered end of turn in MTG? The end step of the ending phase is what’s typically referred to as the “end of turn,” marking the final chance for a player to act before the next turn begins.
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Can I tap a land the same turn I play it? Yes, you can tap a land for mana the same turn you play it, as playing a land does not use the stack and thus cannot be responded to with instants or abilities.
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How many lands do you need to run in Commander? The ideal number of lands in a Commander deck can vary, but a common benchmark for many decks includes around 37 to 42 lands, depending on the commander’s mana cost and the deck’s overall strategy.
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What are the rules for first turn in Commander? The rules for the first turn in Commander generally follow the standard Magic rules, with the first player drawing a card at the beginning of their turn unless an effect states otherwise.
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What are the Commander rules? A Commander deck must contain exactly 100 cards, including the commander, with no more than one copy of any non-land card (except basic lands), and must adhere to the commander’s color identity.
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What is the rule 0 in Commander decks? Rule 0 refers to the social contract between players to agree on House Rules or modifications to the standard game rules before starting a game, often to include banned cards, special mechanics, or other variations.
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How many turns should Commander games last? While Commander games can vary greatly in length, most are designed to end within about seven to ten turns, with strategies aiming to win before the game drags on too long.
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How many turns is the average MTG Commander game? The average MTG Commander game ends around turn 10, with about 70% of games concluding between turns eight and twelve.
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Can you play a land in your second main phase? Yes, if you didn’t play a land during your first main phase, you can play one during your second main phase.
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Can I tap creatures on my opponent’s turn? Yes, you can tap your creatures on your opponent’s turn, but this is most relevant during specific phases or steps of their turn, such as before attackers are declared.
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What is the rule 704.5g in Magic The Gathering? Rule 704.5g explains how a creature with toughness greater than 0, that has been dealt damage equal to or greater than its toughness, is destroyed, unless an effect like regeneration applies.
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Can you stack +2 in one turn in games like Uno? No, according to the official rules of Uno, you cannot stack “Draw Two” cards on top of each other; each must be resolved separately.