How to Play Commander MTG: Rules, Deckbuilding, & More

It also violates mtg card the exactly-100-cards premise of Commander, and encourages players to run narrow, powerful answers to popular strategies that might not be worth running in the main deck. Commander is also fond of two other types of mulligans in casual games. The first of these is the partial Paris mulligan in which you set aside all the cards you don’t want and then draw that many cards minus one.

When did Commander start?

Your starting life total in EDH is 40 instead of 20 and the format runs as a free-for-all between two to six players, often a table of four. Every time a commander deals combat damage to a player it also does commander damage. If a player receives 21 or more commander damage from a single commander throughout the course of the game, they lose. The command zone is a unique aspect of Commander, serving as the designated area for your commander to return to if it’s sent to the graveyard or exiled. Knowing when to cast your commander and when to keep it in the command zone is a strategic decision that can impact the flow of the game. Commander games follow a multiplayer format with a specific turn order.

I’ve established that your commander’s color identity determines what other 99 cards can go into your deck. This means that the cards’ color identities also need to be the same as your commander’s. Your commander determines the colors that you’re allowed to play in your deck.

I think that there are two main ways to choose which deck you want to make. Either way, being honest with yourself about your deck’s current state as well as what you might need to do to it to improve it is an important and constantly changing part of deck building. One easy option you have, is to simply pick one of the many Commnader precons.

What Are the Rules for a Commander Deck in MTG?

Immediately after that, my friends would simply concede and we’d start a new game. Each commander has a color identity determined by the mana symbols in its casting cost and rules text. This color identity influences the cards you can include in your deck, restricting it to cards of the same colors as your commander’s identity.

thoughts on “How to Build Your First Commander Deck”

Magic Arena has Historic Brawl which opens the card pool to any unbanned cards available on Arena, notably anthologies and remaster sets. You can cast either the Adventure or the creature from the command zone and the commander tax only applies when the card is cast from the zone. So if you paid a commander tax for Seek Thrills on your opponent’s end step, you could then cast the giant noble Beluna Grandsquall for on your turn. Yes, any time your commander would be sent to the graveyard from anywhere, you get to choose whether you let it actually go into the graveyard or have it go back to the command zone. Most decks have the commander return to the command zone so they can play it again as soon as possible. But there are plenty of graveyard-focused decks that find it advantageous to put their own commanders in the graveyard.

Living Energy Tokens

This is a clear example of the difference between color and color identity. The card’s color is also black and blue because those are the colors in its casting cost. This is relevant if a player uses any spells or abilities that need to check for specific colors like Display of Dominance. Each player starts with 40 life, places their commander face-up in their command zone, and draws a hand of seven cards. Players are seated randomly in a circle and turns progress one player at a time in clockwise order around the table.

Sometimes a friend will have a card that you didn’t even realise existed, and suddenly you’re searching for a card that might be older than you, just to try and improve your deck. Sometimes your initial estimations about the number of each you need can be off; sometimes you’ll have too many of one colour land and not enough of the other. These issues are ironed out by playing with the deck and tweaking it constantly. CEDH is Commander’s high-tier competitive side that features decks made specifically to ensure a win. There’s no fat in these decks, and they often can be much more expensive than their other counterparts. Wizards, nor many stores, acknowledge this officially and you’d have to find a group within the online communities to start getting into it.

This is because you can create a copy of the enchanted creature when a land enters, and the effect stacks. So if a card that lets you play on additional land is copied, you can now play two additional lands. The Gitrog Monster is primarily a combo deck, with a secondary landfall theme as a backup. You don’t want to go all-in on the combo, as sometimes it can get cut off if Dakmor Salvage ever gets exiled.

As the format is designed around big plays, players start with 40 life instead of the usual 20. This is a rule meant to be an alternative win condition to the usual methods. If your Commander over the course of the game is able to deal 21 damage, it’ll knock your opponent out of the game. As explained above, you can only have one of each card type in your deck, except for basic lands. It’s recommended you have at most 42 lands, with a mixture of basic and non. We recommend not going below 30, or risk not having the resources needed.

The set includes two ready-to-play Commander decks, each helmed by a legendary creature that presents an enticing strategy. With 100 cards each, 10 of which are new-to-Magic cards, these decks have something for every Commander player. Once you have shuffled your decks and resolved your mulligans, you choose who goes first. That player draws a card (unlike in sixty card formats) and plays one land per turn. They can tap that land for mana, which they may then spend on casting their spells. Play continues in a clockwise direction until only one player remains.

There’s no need to buy four of each on-color fetch or shock land. This saves you the price of a used car payment each time you build a deck. This means if your commander is a card like Morophon, the Boundless, then your deck can use any cards as all five color symbols are present on the card. Commanders are exclusively legendary creatures, often with abilities that shape the deck’s theme and playstyle. Consider commanders that resonate with your preferred strategy or offer a unique gameplay experience. I don’t mind playing against infinite combos, but that’s as long as it takes the player some effort and time to bring them together.

That’s why you might want to get one of the pre-built Commander decks. Additionally, if a single commander deals 21 or more points of combat damage to any one player, that player loses. This rule comes from the original EDH format, when players could only use the Elder Dragons as Commanders.