Commander Damage: A Comprehensive Guide to Taking Down Opponents
The Commander damage rule in multiplayer is straightforward: If a player takes 21 or more combat damage from a single commander over the course of the game, that player loses the game. This damage is tracked individually for each commander and each player. It’s a win condition unique to the Commander format, adding a layer of strategy and threat assessment unlike any other.
Understanding the Commander Damage Rule
The Commander format, also known as Elder Dragon Highlander (EDH), is beloved for its social and strategic gameplay. One of its defining features is the Commander damage rule, which provides an alternative win condition alongside reducing an opponent’s life total to zero or achieving specific game-winning combos. This rule adds complexity and nuance to the game, forcing players to consider not only life totals but also the potential threat posed by opposing commanders.
Unlike regular combat damage, Commander damage is tracked separately for each commander and each player. This means that if your opponent’s commander deals 7 combat damage to you in one turn, and then another 7 combat damage in a later turn, and then finally 7 combat damage in a third turn, you would have taken 21 commander damage from that particular commander and lose the game. However, damage from other commanders doesn’t contribute to this total. Each commander’s damage is tracked separately, so you could potentially take 20 commander damage from one commander and 20 commander damage from another without losing due to commander damage. The requirement is specifically 21 or more combat damage from a single commander.
This rule encourages players to develop strategies focused on either protecting themselves from commander damage or maximizing their own commander’s offensive capabilities. It also makes certain commanders, especially those with evasion or high power, particularly dangerous. The potential to quickly eliminate a player through commander damage adds a constant element of tension and threat assessment to the game.
Frequently Asked Questions (FAQs) about Commander Damage
Here are some frequently asked questions to further clarify the Commander damage rule and its implications:
1. Is Commander damage separate for each player and each commander?
Yes, absolutely. Each player keeps track of the combat damage dealt to them by each individual opposing commander. You’ll need a method (pen and paper, dice, or a dedicated app) to note the amount of damage each commander has inflicted on you throughout the game. This is critical for determining if you are in danger of losing due to commander damage.
2. Does Commander damage apply differently in 1v1 (Duel Commander)?
While the core concept remains the same, the life totals are different in 1v1 Commander, also known as Duel Commander, often altering the lethal commander damage number. Duel Commander typically starts players with 20 life. However, the 21 commander damage rule still applies. This means the focus of the game can often shift intensely towards swift commander damage strategies.
3. How much Commander damage can you take before losing the game?
You lose the game when a single commander has dealt you 21 or more combat damage over the course of the game. Remember, it’s not the cumulative total of damage from all commanders, but from one specific commander.
4. What happens if someone steals my commander and attacks me with it? Does that count as commander damage against me?
Yes! If an opponent gains control of your commander and deals combat damage to you with it, that damage counts toward your commander damage total from that specific commander. This can be particularly devastating if your commander already dealt some damage to you before being stolen.
5. Can Commander damage be prevented?
Yes, Commander damage can be prevented through various effects that prevent damage, such as protection abilities (e.g., protection from red) or spells like “Fog” that prevent all combat damage. Importantly, effects that prevent life loss don’t prevent commander damage. Commander damage is combat damage first and foremost, and prevention effects are effective against it.
6. Does Commander damage only come from combat?
Yes, Commander damage is exclusively combat damage. Damage from spells or abilities doesn’t count towards the 21 damage threshold. This means that a commander like Niv-Mizzet, Parun, even though it does damage when you draw cards, will not inflict commander damage.
7. Who is responsible for tracking Commander damage?
While it is generally considered everyone’s responsibility to maintain a fair and transparent game state, it is the defending player’s responsibility to track the commander damage they have taken from each commander. Clear communication between players is key to avoiding confusion and ensuring accurate tracking.
8. Does Commander damage accumulate throughout the game?
Yes, Commander damage accumulates. Every instance of combat damage dealt by a specific commander to a specific player adds to the running total. The count continues until the defending player reaches 21 or more damage from that particular commander, or the game ends.
9. If a commander returns to the command zone, does the commander damage it dealt get reset?
No, the damage dealt by a commander is not reset when it returns to the command zone, dies, or otherwise leaves the battlefield. The damage is associated with that specific card, and the game remembers the accumulated damage it has dealt to each player, even if it moves zones.
10. Do tokens that are copies of my commander deal Commander damage?
No, tokens that are copies of your commander do not deal commander damage. Being a commander is a property of the specific card in the command zone. A token is a separate permanent, even if it’s a copy of the commander, and it doesn’t inherit the commander status. The token’s damage will only count towards the total damage for that token, not for the commander that is in the command zone.
11. Does my commander count as one of the 100 cards in my Commander deck?
Yes, your commander is included in the 100-card deck. Your deck consists of 99 cards plus your commander, for a total of 100.
12. Does a commander suffer from summoning sickness?
Yes, commanders are subject to summoning sickness, just like any other creature. If you cast your commander, it cannot attack or use abilities with the tap or untap symbol until the beginning of your next turn, unless it has haste.
13. What is “Rule 0” in Commander, and how does it relate to commander damage?
Rule 0 refers to the pre-game discussion where players can agree to modify certain rules or aspects of the game to create a more enjoyable experience. While it rarely directly involves changing the commander damage rule itself, it can impact deck construction, card choices, and overall game strategy, which indirectly affects how commander damage is used. Players might agree to avoid certain strategies that focus exclusively on commander damage if it is deemed unfun by the playgroup.
14. If I give my commander infect, does the damage it deals still count as commander damage?
Yes. If your commander has infect, all combat damage it deals is dealt to creatures in the form of -1/-1 counters and to players in the form of poison counters. If a player receives 10 or more poison counters, they lose the game. The combat damage dealt by your commander still counts towards the 21 commander damage.
15. Where can I learn more about strategic gameplay and community discussions?
For deeper insights into strategic gameplay, community discussions, and valuable resources on gaming, visit the Games Learning Society website at https://www.gameslearningsociety.org/. The GamesLearningSociety.org offers a wealth of information on various aspects of gaming, fostering a vibrant community of players and researchers.
Mastering the Commander Damage Rule
The Commander damage rule adds an intriguing dimension to the Commander format, requiring players to balance traditional life total reduction with the potential threat of commander-based eliminations. Understanding the nuances of the rule, tracking damage accurately, and developing strategies to either capitalize on or defend against commander damage are all essential for success in this popular format. So, sharpen your pencils, pick your commander wisely, and get ready to deal some commander damage!