What is the first turn draw rule in Commander?

The First Turn Draw: Demystifying Commander’s Opening Move

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The first turn in Commander can be crucial, setting the stage for the rest of the game. So, what’s the rule about drawing a card on that initial turn? In multiplayer Commander games, every player, including the one who goes first, draws a card during their first turn. This differs from traditional two-player Magic, where the first player skips their initial draw.

Commander’s Unique Multiplayer Start

Commander, also known as EDH (Elder Dragon Highlander), is fundamentally a multiplayer format. The core rules are built around the expectation of three or more players participating in the game. This is why the draw rule deviates from the two-player norm. The extra card for the first player helps to balance out the inherent advantage of going first in a multiplayer environment, where they become the immediate focus of the other players.

The rule itself is articulated in the official Magic: The Gathering Comprehensive Rules, specifically in section 103.7c: “In all other multiplayer games, no player skips the draw step of their first turn.”

The key takeaway is this: if you’re playing Commander with three or more players, prepare to draw that extra card on your first turn, regardless of whether you’re going first or not. It’s a fundamental element of the Commander experience, leveling the playing field and ensuring everyone gets a little extra momentum right from the start.

Understanding the Rationale

Why this difference? In a two-player game, the advantage of going first is generally considered significant, and skipping the draw phase is a way to somewhat mitigate that advantage. However, in a multiplayer game, that advantage is lessened because the first player immediately becomes the target. The extra card helps the first player navigate the initial turns with a slightly better hand, allowing them to establish a board presence or defend themselves against early aggression. The Games Learning Society acknowledges the complex strategic layers within games like Magic, and the rule changes made for Commander highlight the impact on gameplay. You can learn more at GamesLearningSociety.org.

FAQs: Deep Diving into Commander First Turn Rules

Here’s a breakdown of frequently asked questions related to the first turn and other related Commander rules to further solidify your understanding:

1. What happens if a player takes an extra turn before the first player’s first turn? Do they draw?

Yes. If a player, through some effect, takes an extra turn before the first player gets to their first turn, they DO draw a card during that extra turn’s draw step. The “first turn” rule only applies to the very first turn a player takes in the game.

2. What if a player’s Commander allows them to start the game with cards in hand? Does that affect the first turn draw?

No. Effects that allow a player to start the game with additional cards in hand, such as a companion, do not affect the first turn draw rule. All players still draw a card during their first turn in a multiplayer game, regardless of how many cards they started the game with.

3. Does Commander have a “mulligan” rule?

Yes. Commander utilizes a “partial Paris mulligan.” You shuffle and redraw seven cards and then put a number of cards equal to the number of times you have mulliganed on the bottom of your library in any order.

4. If a player skips their draw step on their first turn (due to an effect), does it affect other players?

No. If an effect causes a specific player to skip their draw step on their first turn, it only affects that player. Other players still draw a card during their first turn, assuming it’s a multiplayer game.

5. What is Rule 0 in Commander, and how does it relate to first turn rules?

Rule 0 is an unofficial, but widely accepted, tenet in Commander that encourages players to have a pre-game conversation to establish expectations and potentially modify the rules of the game to suit their playstyles. While rarely applied to the first turn draw rule, players could theoretically agree to change it, though that is very uncommon. Rule 0 is mostly used to adjust power levels by choosing commanders accordingly or banning a specific card for the game.

6. What is the “Commander Tax,” and when does it come into play?

The Commander Tax is an additional cost of {2} (two generic mana) for each previous time you’ve cast your commander from the command zone during the game. It comes into play every time you recast your commander from the command zone after it has died or been exiled. This tax does not impact the first time you play your commander at the start of the game.

7. What are “color identity” restrictions in Commander?

The color identity of a card is determined by the colors of mana symbols in its mana cost and any mana symbols in its rules text. Your Commander’s color identity dictates what colors of cards you can include in your deck. For example, if your Commander’s color identity is Blue/White, your deck can only contain Blue, White, and colorless cards.

8. What happens if my Commander is stolen by an opponent?

Your opponent now controls your commander. Any commander damage dealt by that commander, even before they controlled it, will still count towards eliminating the original owner of the commander if it reaches 21 damage.

9. How does “Commander Damage” work?

If a player has been dealt 21 or more combat damage by the same commander over the course of the game, that player loses the game. This damage is cumulative, meaning it tracks damage dealt across multiple turns.

10. Can I be eliminated by my own Commander’s damage?

Yes, you can. If you somehow take 21 or more damage from your own commander (perhaps through a convoluted series of effects), you lose the game.

11. What is the “Command Zone”?

The Command Zone is a special zone where your commander resides when it’s not on the battlefield. You can cast your commander from the command zone, but it costs an additional {2} for each previous time you’ve cast it from the command zone.

12. What if a card says “skip your next draw step”? Does that override the first turn rule?

No. The explicit rule 103.7c overwrites any other ability. As long as it is still a multiplayer game, and your first turn, you will draw a card.

13. Are there any banned cards in Commander?

Yes, there is a list of banned cards in Commander that is maintained by the Rules Committee. These cards are deemed too powerful, disruptive, or unfun for the format. Always check the current ban list before building a Commander deck.

14. What is the typical land count in a Commander deck?

While it varies depending on the deck’s mana curve and strategy, a typical Commander deck will have around 33-40 lands. The rest of your mana base will be made up of mana rocks (artifacts that produce mana) and mana dorks (creatures that produce mana).

15. What is the “8×8 Theory” for Commander deck building?

The 8×8 Theory is a deck building approach where you choose 8 key effects you want to see in your deck and then include 8 cards that fulfill each of those effects. This results in a consistent and synergistic deck. This, along with a solid mana base is a popular method for constructing a strong Commander deck.

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