Decoding Commander Damage: How Much Can You Really Take?
The maximum amount of Commander damage a player can take before losing the game is 20. Once a player has been dealt 21 or more combat damage by the same Commander over the course of a game, they lose, regardless of their remaining life total. Understanding this seemingly simple rule unlocks a whole new layer of strategy in the popular Magic: The Gathering format. Commander damage is a unique alternative win condition that adds a layer of complexity to the game! Let’s dive deeper!
Commander Damage Deconstructed
Commander damage is calculated exclusively from combat damage dealt to a player by their opponent’s Commander. It’s crucial to remember that this damage is cumulative throughout the entire game. Each time your Commander successfully connects with an opponent in combat, the damage dealt is added to the running total of Commander damage they’ve sustained from that specific Commander.
This is player-specific and Commander-specific. Meaning, if you are playing against 3 opponents and one commander deals 21 damage, you are out. The other players are not. Further, If you are playing against the same 3 opponents, with 3 different commanders, you can lose to each player at 21 commander damage. It is not “21 total Commander damage from any commanders.”
It’s important to distinguish Commander damage from other forms of damage. Only combat damage dealt by a Commander counts toward this total. Spells, activated abilities, and triggered abilities, even if controlled by the Commander, do not contribute to Commander damage. It must be combat damage.
Strategic Implications of Commander Damage
Commander damage offers a unique route to victory that complements, or even bypasses, the traditional method of reducing an opponent’s life total to zero. This encourages aggressive strategies focused on repeatedly attacking with your Commander, making efficient combat strategies and evasion a premium.
Building a deck with a Commander that excels at combat, such as one with built-in evasion (like flying or trample) or abilities that boost its power, can make Commander damage a highly effective win condition. Cards that grant your Commander additional combat steps or provide protection from removal are also valuable assets.
However, relying solely on Commander damage can be risky. Opponents will be aware of your strategy and may prioritize removing or blocking your Commander. Building a resilient deck with alternative win conditions and ways to protect your Commander is essential for success.
Understanding The Finer Points
It is critical to understand how certain game mechanics interact with Commander damage. Effects that prevent combat damage, such as the spell Fog, can effectively stall your opponent’s Commander damage strategy. Similarly, cards that grant your Commander indestructible or hexproof can make it more difficult to remove from the battlefield. Remember, Commander damage tracks damage from a specific commander to a specific player over the course of a game.
Frequently Asked Questions (FAQs) about Commander Damage
Here are 15 FAQs to deepen your understanding of Commander damage:
1. How is Commander damage tracked?
Commander damage is typically tracked using pen and paper, dice, or specialized Commander damage counters. Some players use apps or online tools to keep track of the cumulative damage.
2. Does Commander damage reset if a Commander dies?
No. Commander damage is cumulative over the course of the game, regardless of how many times the Commander dies, is exiled, or returns to the command zone.
3. Does damage from a Commander’s activated ability count as Commander damage?
No. Only combat damage dealt by the Commander to a player counts as Commander damage. Abilities, spells, and other effects do not contribute to Commander damage.
4. What happens if I copy my opponent’s Commander? Does the damage count towards their Commander damage total?
No. A copied Commander is a different permanent. Only combat damage from the original, designated Commander counts towards Commander damage.
5. Can I be defeated by my own Commander?
Yes. If you somehow gain control of an opponent’s Commander (through cards like Mind Control), and that Commander deals 21 or more combat damage to you, you lose the game. Similarly, if you control your own commander under an opponents control, you are taking commander damage from a commander controlled by another player.
6. Does lifelink affect Commander damage?
Yes. When your Commander deals combat damage and has lifelink, you gain life equal to the amount of damage dealt, including Commander damage. This is a life gain, not a reduction to commander damage.
7. What if a Commander has infect? Does the damage also count as poison counters?
Yes. If a Commander has infect, the combat damage it deals to players is dealt as poison counters instead. If a player receives 10 or more poison counters, they lose the game. These are two separate ways to lose the game. Poison counters are not Commander damage, and Commander damage is not poison counters.
8. Can Commander damage be prevented?
Yes. Effects that prevent combat damage, such as the spell Fog, can prevent Commander damage.
9. If my Commander transforms into a non-creature, does it still deal Commander damage?
No. Commander damage is only dealt by a Commander when it is a creature and dealing combat damage. If your Commander is a planeswalker or other non-creature type, it can not deal commander damage. If your commander becomes a creature again, then the commander can deal combat damage.
10. What happens if two players are dealt lethal Commander damage at the same time?
In a multiplayer game, the active player (the player whose turn it is) loses first. Then the game proceeds, potentially eliminating other players in turn order. In a 1v1 game, it is usually declared a draw.
11. Does it matter if my Commander is blocked?
Yes. If your Commander is blocked, it will only deal damage to the blocking creature, not to the defending player (unless it has trample or some other ability that allows it to deal damage through blockers). Thus no Commander damage.
12. Are there cards that can remove Commander damage?
No. Commander damage is permanent and cumulative throughout the game. There are no cards that directly remove Commander damage that has already been dealt, unless you consider “restart the game” options. You can heal life lost, but not reduce the Commander Damage.
13. If a Commander deals combat damage to a planeswalker, does it count as Commander damage?
No. Commander damage only applies to combat damage dealt to players. Damage dealt to planeswalkers does not contribute to the Commander damage total.
14. Is Commander damage a popular win condition?
Commander damage is a viable and often popular win condition, especially in decks built around aggressive Commanders with evasion or high power. Its effectiveness depends on the deck’s strategy, the Commander’s abilities, and the overall game state.
15. Where can I learn more about Commander strategy and deck building?
There are countless resources available online, including websites like GamesLearningSociety.org, forums, and YouTube channels dedicated to Commander strategy and deck building. Experimentation and practice are also key to mastering the format. The Games Learning Society has some great content!
Conclusion: Mastering the Art of Commander Damage
Commander damage is a complex and intriguing element of the Commander format in Magic: The Gathering. Understanding the rules, strategies, and interactions surrounding Commander damage is essential for success. By building a deck that effectively utilizes your Commander’s strengths and accounting for potential counter strategies, you can harness the power of Commander damage to secure victory. Remember, 21 damage is all it takes! Get out there and start slinging spells!