What is the Commander deck format?

Commander: The Ultimate Guide to Magic’s Most Social Format

Commander, also known as EDH (Elder Dragon Highlander), is a unique and immensely popular multiplayer format of the Magic: The Gathering trading card game. At its heart, Commander is a format where players construct 100-card decks built around a central figure: a legendary creature, your Commander. The goal? To outmaneuver and outlast your opponents in a social, strategic, and often chaotic battle to be the last player standing. Each deck is built with a singleton rule – meaning only one copy of any card is allowed (except for basic lands) – forcing players to be creative and resourceful. It’s a format where big plays, complex interactions, and long, engaging games are the norm, making it a beloved choice for casual and competitive Magic players alike.

Understanding the Core Concepts

The Commander (or General)

Your Commander is the cornerstone of your deck. This legendary creature (or, in some specific cases, a card that explicitly states it “can be your commander”) dictates the color identity of your deck. This means that every card in your deck must contain only mana symbols found in your Commander’s mana cost and rules text. For example, if your commander is a blue-white legendary creature, your deck can only contain cards with blue, white, and colorless mana symbols.

The 100-Card Singleton Deck

Commander decks are built around the principle of singleton. Except for basic lands (Plains, Islands, Swamps, Mountains, and Forests), you can only have one copy of any card in your 99-card deck (plus the Commander making it 100). This requirement promotes diversity and encourages players to explore the vast card pool of Magic: The Gathering.

Multiplayer Mayhem

Commander is typically played with four players, though it can also be enjoyed in smaller groups. This multiplayer aspect adds layers of political intrigue and strategic alliances to the game. You’ll need to consider not only your own game plan but also the actions and intentions of your opponents. GamesLearningSociety.org has great resources on how collaborative games can improve social skills.

The Commander Zone

The Commander starts the game in a special zone called the command zone. From there, you can cast it as you would any other creature. Whenever your commander would be put into your graveyard or exile from anywhere, you can choose to return it to the command zone instead. Each time you recast your commander from the command zone, it costs an additional two generic mana.

Life Totals and Victory

Players start with 40 life points in Commander, a higher total than standard Magic formats. You are eliminated from the game when your life total reaches zero, or if you are dealt 21 or more combat damage by the same commander over the course of the game. This mechanic encourages players to respect opposing commanders and discourages overly aggressive strategies.

Frequently Asked Questions (FAQs) About Commander

1. What makes Commander different from other Magic formats?

Commander’s defining characteristics are its 100-card singleton decks, legendary Commander, multiplayer gameplay, and starting life total of 40. These elements create a unique and engaging play experience that emphasizes strategic thinking, political maneuvering, and the thrill of big, game-changing plays.

2. Can any legendary creature be a Commander?

Generally, yes. However, some cards specifically state that they “can be your commander.” These exceptions are often found on non-creature cards with unique abilities that translate well into the Commander format.

3. What happens if my Commander dies?

Whenever your commander would be put into your graveyard or exile from anywhere, you can choose to return it to the command zone instead. Each time you recast your commander from the command zone, it costs an additional two generic mana. This mechanic makes your Commander a recurring threat, albeit at an increasing cost.

4. What is color identity, and how does it affect deckbuilding?

A card’s color identity is determined by the mana symbols in its mana cost and rules text. Your Commander’s color identity dictates the colors of the cards you can include in your deck. For example, a Commander with a green and red color identity means you can only include cards with green, red, or colorless mana symbols. This restriction encourages thematic deckbuilding and strategic card selection.

5. How many lands should I include in my Commander deck?

A good starting point is 35-40 lands. However, the ideal number depends on your deck’s mana curve and ramp strategy. Decks with lower mana costs and efficient ramp can often get away with fewer lands, while decks with more expensive spells may need to run more.

6. What is “ramp,” and why is it important in Commander?

Ramp refers to spells and abilities that allow you to generate mana quickly. This is crucial in Commander because it allows you to cast your expensive spells and play your Commander earlier in the game, giving you a significant advantage. Cards like Sol Ring and Arcane Signet are staples in Commander decks because of their powerful ramp abilities.

7. What are some essential card types to include in a Commander deck?

Besides lands and ramp, a well-rounded Commander deck should include:

  • Card draw: To ensure you have a steady stream of resources.
  • Removal: To deal with opposing threats.
  • Board wipes: To reset the game when necessary.
  • Protection: To protect your Commander and other key creatures.
  • Synergistic cards: Cards that work well with your Commander’s abilities and your overall strategy.

8. What are some common Commander deck archetypes?

Some popular Commander deck archetypes include:

  • Aggro: Focused on quickly dealing damage to opponents.
  • Control: Focused on disrupting opponents’ plans and controlling the board.
  • Combo: Focused on assembling a game-winning combination of cards.
  • Reanimator: Focused on bringing creatures back from the graveyard.
  • Tribal: Focused on leveraging the synergies of a specific creature type.

9. What is “Rule 0” in Commander?

Rule 0 is the informal agreement that allows players to discuss and modify the rules of a Commander game before it begins. This can include adjusting power levels, banning specific cards, or even trying out new variants of the format. Rule 0 emphasizes the social aspect of Commander and allows players to tailor the game to their group’s preferences.

10. How do I determine the power level of my Commander deck?

Determining a Commander deck’s power level is subjective, but it generally involves considering factors such as the speed of the deck, its consistency, its ability to interact with opponents, and the strength of its win conditions. A power level scale from 1-10 is often used, with 1 being a very casual, budget-friendly deck and 10 being a highly optimized, competitive deck. Turncount is also a good metric for determining your deck’s power level.

11. What are the Commander damage rules?

If a player is dealt 21 or more combat damage by the same commander over the course of the game, that player loses the game. This mechanic encourages players to respect opposing Commanders and prevents them from simply ignoring them.

12. Can I have multiple Commanders in my deck?

Some legendary creatures have the Partner ability, which allows you to have two Commanders as long as they both have Partner. There are also variants of this, such as “Friends Forever”. When building your deck, you use the combined color identity of your commanders.

13. Are there any banned cards in Commander?

Yes, there is a ban list maintained by the Rules Committee. This list is designed to ensure a healthy and balanced play environment. Cards are typically banned for being too powerful, too disruptive, or unfun to play against. You can find the current ban list on the official Magic: The Gathering website or on various Commander-specific websites.

14. Where can I find resources to improve my Commander deckbuilding skills?

There are numerous online resources available to help you improve your Commander deckbuilding skills. Websites like Games Learning Society offer articles, decklists, and strategy guides. You can also find valuable content on YouTube and Twitch, where experienced Commander players share their knowledge and insights.

15. Is Commander a good format for new Magic players?

Yes, Commander can be a great format for new Magic players. While the format can be complex, it’s also very social and forgiving. It allows new players to learn the game at their own pace, experiment with different strategies, and build decks that reflect their personal playstyles. The diverse card pool and relaxed atmosphere make Commander a welcoming and rewarding experience for players of all skill levels.

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