Commander Decks: Choosing Your Commander And Their Role

what constitutes a commander in a commander deck

Commander, also known as EDH, is a multiplayer Magic: The Gathering format where each player constructs a 100-card deck, with each card (except basic lands) appearing no more than once. The format is primarily played with four players, each with their own deck. Each player chooses a legendary creature or Planeswalker to be their Commander or General, which begins the game in the Command Zone, from where it can be cast directly to the battlefield. The Commander's colour identity determines the colours of the cards that players are allowed to play in their deck.

Characteristics Values
No. of players 4
No. of cards in deck 100
No. of copies of each card (except basic lands) 1
Commander 1 of the 100 cards
Commander's position Command zone
Commander's casting cost Normal cost + 2 mana for each previous cast from the command zone
Commander's type Legendary creature, non-creature permanent with the ability to be commander, a pair of legendary creatures or planeswalkers with the partner ability, or a legendary creature with Choose a Background paired with a background legendary enchantment
Commander's color identity Determines the color identity of the deck
Colorless cards Allowed
Starting life points 40
Losing condition Being dealt 21 or more total points of combat damage from a single commander
Brackets 5, ranging from socially focused play to competitive gameplay

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Commander cards must be legendary creatures or have the ability to be a commander

Commander, also known as EDH, is a 100-card singleton format. This means that each card in the deck must be unique, except for basic lands. One of these 100 cards is the commander, which is chosen by the player when building the deck. The commander is placed in the command zone and can be cast from this zone during the player's main phase.

The commander must be a legendary creature or a non-creature permanent with the ability to be a commander. It defines the colour identity of the deck, meaning that each card in the deck must be in the same colour identity as the commander. For example, if the commander is mono-white, all other cards in the deck must also be white.

In addition to the commander, the deck can also contain other legendary creatures and planeswalkers. The commander's role is to lead the player's deck, and the deck is built around their colour identity and unique abilities. The commander resides in the command zone during the game when it is not in play. At the start of the game, each player puts their commander face-up into the command zone, and it can be cast from there for its normal costs, plus an additional two mana for each previous time it has been cast from the command zone during that game.

If the commander leaves the battlefield, it may return to the command zone and can be cast again for a higher mana cost. Being a commander is a property of the physical card, so "commander-ness" cannot be copied or overwritten by continuous effects.

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Commander decks must have 100 cards, including the commander

Commander decks are a format of Magic: The Gathering where players construct 100-card decks, including the commander. Each card in the deck, except for basic lands, must be unique. The commander is a legendary creature or Planeswalker that serves as the player's "Commander" or "General". It is one of the 100 cards in the deck and resides in the "command zone", where it can be cast directly to the battlefield. The commander's colour identity determines the colours of the cards that can be played in the deck. For example, if the commander is Talrand, Sky Summoner, the player can only play blue or colourless cards.

The Commander format is a casual, multiplayer format that allows players to express their creativity and enjoy the game with friends. It is not traditionally very competitive, and players have flexibility in the types of decks and strategies they use. The format encourages social interaction and "politics" that affect gameplay decisions. While there are established rules for deck-building and gameplay, a "rule zero" philosophy takes precedence, allowing any rule to be broken in the name of fun. This means that playgroups can customise their games to suit their preferences and ensure that everyone has an enjoyable experience.

When constructing a Commander deck, players choose their commander and build the rest of the deck around its colour identity and unique abilities. The deck must contain exactly 99 cards in addition to the commander, and each card must fall within the colour identity of the commander. Basic lands are the only cards that can be included in multiple copies, and they must match the mana symbols on the commander. Colourless cards are also allowed. Players can use cards from throughout Magic's history, excluding those that are banned.

The Commander format has gained popularity in recent years, with Wizards of the Coast dubbing 2020 as "The Year of Commander." It offers a unique and creative deck-building experience, allowing players to craft thematic decks centred around their chosen commander. The format also features preconstructed decks for players who want a more competitive experience or are just starting with the format. Overall, the Commander format in Magic: The Gathering provides a fun and social gameplay experience, encouraging creativity and expression through deck-building and strategic play.

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Each card in a commander deck must be unique, except for basic lands

The rule that each card in a Commander deck must be unique, except for basic lands, is part of what makes the Commander format so unique. In a Commander deck, players are only allowed one of each card, with the exception of basic lands, which can be included in multiples. This is in contrast to normal Magic decks, which allow up to four copies of a card from the game's current base and expansion sets.

The Commander format is all about picking a legendary creature or Planeswalker to serve as your commander and building a deck around them. Each deck must contain exactly 100 cards, including the commander, and players choose their commander from Magic's wide card pool, using cards from any printed sets excluding those that are banned.

The commander is the heart of the deck and gives the deck its colour identity. The commander's colour identity dictates the colours of the cards you're allowed to play in the deck. For example, if your commander is Talrand, Sky Summoner, you can only play blue or colourless cards. If your commander is Teysa, Envoy of Ghosts, you can play white cards, black cards, colourless cards, or cards that are both white and black.

The rule that each card in a Commander deck must be unique, except for basic lands, adds to the strategic depth and creativity of the format, as players must carefully choose which cards to include in their deck to create powerful synergies with their commander.

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Commander decks must have a consistent colour identity

When building a Commander deck, it is important to ensure that all cards in the deck have a colour identity that matches your chosen commander. This means that the colours of your commander dictate the colours of the cards you are allowed to play. For example, if your commander is mono-white, all cards in your deck must be white and no other colours are allowed.

The colour identity of a card includes all the colours that appear anywhere on the card, including its casting cost and any mana symbols in its text. For instance, if your commander is Talrand, Sky Summoner, you can only play blue or colourless cards in your deck. On the other hand, if your commander is Teysa, Envoy of Ghosts, you can play white cards, black cards, colourless cards, or cards that are both white and black.

It is worth noting that mana symbols on basic lands count, as do mana symbols granted by basic land types on nonbasic lands. For example, an Isamaru, Hound of Konda deck may only include Plains and Wastes for its basic lands. However, mana symbols in reminder text do not count. This means that an Isamaru deck may include white cards that have Extort, such as Blind Obedience, and Charmed Pendant may be included in any deck.

In summary, maintaining a consistent colour identity in your Commander deck is crucial, as it ensures that your deck is thematically built around your chosen commander. By adhering to these guidelines, you can create a cohesive and strategic deck that aligns with the rules and spirit of the Commander format.

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Commanders start in the command zone and can be cast from there

In the Commander format of Magic: The Gathering, players start with their chosen commander in the command zone. This card is separate from the rest of the deck and can be cast directly from this zone to the battlefield during the main phase of the game. The commander is usually a legendary creature or Planeswalker chosen by the player, and it defines the colour identity of the deck.

The command zone is a unique feature of the Commander format, and it is where the commander resides when it is not in play. If the commander leaves the battlefield, it can be returned to the command zone instead of being exiled or sent to the graveyard. This allows players to recast their commander for a higher mana cost, plus an additional two mana for each previous time it was cast from the command zone.

The Commander format is a multiplayer format that encourages creative deck-building and social interaction. Players construct a 100-card deck, with each card (except basic lands) appearing no more than once. The commander is one of these 100 cards and is chosen when building the deck. The remaining 99 cards are chosen to complement the commander's colour identity and unique abilities.

The Commander format offers a casual, social gaming experience, often played among friends. It is less competitive than traditional Magic: The Gathering formats and allows players to express their creativity through deck-building and strategy. The format also includes the concept of brackets to classify different game experiences and match players with similar intentions.

Frequently asked questions

Commander is a format where players construct 100-card decks, with each card (except basic lands) appearing no more than once. Players choose a legendary creature or Planeswalker to be their "Commander" or "General", which begins the game in the "Command Zone".

The commander must be a legendary creature or Planeswalker. It is one of the 100 cards in the deck and resides in the "command zone".

The commander must be placed in the command zone at the start of the game. It can be cast from the command zone at any time for its mana cost, plus two mana for each previous time it was cast from the command zone. If the commander leaves the battlefield, it may return to the command zone.

Each player's deck is built around their commander's colour identity. All cards in the deck must have the same colour identity as the commander. The deck may contain other legendary creatures and Planeswalkers.

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