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Magic: The Gathering Commander (EDH) Commander Rules and Frequently Asked Questions
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2 years ago  ::  Dec 16, 2010 - 1:41AM #1
onlainari
Date Joined: Feb 12, 2007
Posts: 2,436

COMMANDER RULES AND FAQ



RULES OF COMMANDER



Deckbuilding


1. Each player has a Legendary Creature as their Commander.
2. A deck consists of the Commander and 99 more cards.
3. Each card must be unique, with the exception of basic lands.

A card's color identity is its color plus the color of any mana symbols in the card's rules text. Cards in a deck may not have any colors in their identity which are not shared with the commander of the deck.

There are four banned Commanders:

Braids, Cabal Minion
Erayo, Soratami Ascendant
Kokusho, the Evening Star
Rofellos, Llanowar Emissary

The following cards are banned:

All cards banned in Vintage (Ante, Dexterity, Subgame)
Ancestral Recall
Balance
Biorhythm
Black Lotus
Channel
Coalition Victory
Emrakul, the Aeons Torn
Fastbond
Gifts Ungiven
Griselbrand
Karakas
Library of Alexandria
Limited Resources
Metalworker
Mox Emerald , Mox Jet , Mox Pearl , Mox Ruby and Mox Sapphire
Painter's Servant
Panoptic Mirror
Primeval Titan
Protean Hulk
Recurring Nightmare
Staff of Domination
Sway of the Stars
Time Vault
Time Walk
Tinker
Tolarian Academy
Upheaval
Worldfire
Yawgmoth's Bargain


Gameplay


Commander is a game designed for 3 or more players. Duels of Commander are also very popular, especially online.

1. Your Commander starts every game in the Command zone.
2. You can cast your Commander from the Command zone. This costs 2 generic mana more each time you cast from the Command zone.
3. If a Commander would be put into a graveyard or exile from anywhere, its owner may choose to move it to the command zone instead.
4. You start with 40 life.
5. You can die to 21 points of combat damage from a particular Commander.

Players should decide on their mulligan rule and stick to it. There are two common mulligans in Commander.

1. First mulligan is free, then proceed as standard.
2. Put aside any number of cards and draw one less than that, and continue if still unsatisfied. After you keep, shuffle all the cards put aside back into your deck.

Note: You can also combine 1 and 2 if your group likes.


Advice to those new to the game


1. Commander is a 100 card singleton format, decks don't tend to get copied. Make sure you enjoy what you run.

2. Commander is a well evolved format. You need to devote at least a quarter of your deck to card choices that are required to help it function. There are no correct card choices as they are going to be different for each Commander and theme, and each card has a great number of substitutes.

3. The key ingredients to a Commander deck are endurance, disruption, and win conditions.

4. To endure a game of Commander, you will need card advantage, mana advantage, and recursion. Players will devote up to half their spells to this alone. As well as this, tutors prove themselves very powerful, and life gain without loss of card advantage is effective.

5. The required disruption elements of Commander decks are targeted land destruction, enchantment removal, artifact removal, graveyard removal, and mass creature removal. Targeted creature destruction is recommended in low quantities. Targeted creature exiling is good if you have access to it. Hand and library disruption will be useful for some decks. Counterspells will be useful for blue decks.

6. Win conditions will be dealt with over and over again. Your games of Commander will involve you casting them and opponents stopping you from killing them as best they can. You will want between seven and twenty cards or combos that kill people if not disrupted.

7. Commander is a social game popularly played by groups that know each other well. These groups each see the game differently, the Commander world online smashes them together; hence you will notice different approaches to the game.

8. If your playgroup disapproves of your strategy, ask for advice online. It is popular for groups to ban combo decks and mass land destruction.

9. There exists 1v1 Commander players and multiplayer Commander players, and players that play whatever is available to them. Consider the two formats to be different.

10. Commanders are important, most decks are built around them.

The rules for Commander do not describe the format well to veterans of constructed and limited magic. Even those familiar with Eternal formats will often incorrectly value certain cards. Those who play a lot of 60 card multiplayer tend to have a better understanding of what will work. The multiplayer aspect is more dominant of gameplay than 100 card decks and 40 life, yet new players will usually form strategies around the latter.


Advice to current players


Current players don't need a top 10 list summarizing aspects of the game. They are more likely to recall situations where the top 10 list is wrong. In fact, as a current player, you should know that there can be no correct top 10 list, and that Commander is a wide open format that can be taken any way you and your friends like.


FREQUENTLY ASKED QUESTIONS


Who is in charge of the Commander rules and ban list?
The Commander rules committee consists of a few DCI judges of the highest levels.

How many poison counters do you need to lose the game?
It is 10 poison counters as the poison rules are unchanged in Commander. After extensive playtesting there was no evidence the poison counter limit needed to be increased.

Can I put my Commander in the Command Zone instead of my hand or library?
No, the replacement effect only works for graveyard or exile.

Do I still have to pay the additional Commander recast cost if I have something that lets me cast my Commander for free?
Rooftop Storm and Aluren do not help you with regards to the Commander recast cost. However, cost reduction cards such as Helm of Awakening do help reduce the Commander recast cost. The difference is that the cards that replace the cost don't replace additional costs, while the cards that reduce the cost can reduce additional costs.

Do Commander abilities work when the Commander is in the Command Zone?
Not unless they would normally work outside of the battlefield. Karador, Ghost Chieftain 's first ability works in the Command zone but his second ability does not.

I've heard card X is banned, why doesn't it appear on the banned list here?
There is a 1v1 banned list for Commander, that card is probably on that list instead.

Can I have as many relentless rats as I want in my deck?
Yes you can, the relentless rats rule works.

I see lots of people taking their first paris mulligan free, is that in the rules?
The rules specifically say no free mulligans using a paris mulligan method. People do popularly use the paris mulligan with one free mulligan instead though.

Does Commander have sideboards? Do wishes work with them?
Commander decks are not allowed a sideboard unless the group agrees. In general, if you don't have a sideboard: wishes, research (part of research/development), and spawnsire of ulamog do not work. If the group agrees to use sideboards, only 10 cards are allowed, and the decks are changed at the start of each game.
It's not until you learn something you realize how little you know.

DCI Level 1 Judge.
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2 years ago  ::  Jan 09, 2011 - 1:15PM #2
niheloim
Date Joined: Feb 3, 2008
Posts: 6,249
Just noticed this was stickied! Hurray for updated rules!
When playing Commander, before you add a card to your deck, you have to ask yourself:
"Is this card better than Rings ?"
If you play commander and don't have your deck[s] in the Decklist Compendium, maybe you should. Or if you're new or looking into the format, the compendium has some good advice for beginners as well as decklists.

3DH4LIF3

We should all have one of these playable from our sideboards
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2 years ago  ::  Jan 09, 2011 - 2:28PM #3
onlainari
Date Joined: Feb 12, 2007
Posts: 2,436
Cheers, I have a FAQ coming out by the end of the month.
It's not until you learn something you realize how little you know.

DCI Level 1 Judge.
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2 years ago  ::  Jan 09, 2011 - 10:39PM #4
tabulartony
Date Joined: Dec 6, 2010
Posts: 108
can you still lose the game if you have 10 posion counters or you need 20 or poison cant be played?
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2 years ago  ::  Jan 09, 2011 - 11:10PM #5
onlainari
Date Joined: Feb 12, 2007
Posts: 2,436
In Commander you still die to 10 poison counters.

In the current metagame, poison is more popular than it ever will be. It will become less of an issue as time goes by. Killing someone with poison is a gimmick. It's a fresh way to win over the tiring insurrection, recursion, and infinite turns win conditions. As the spikes and johnnys stop playing it when the next large set comes out Tainted Strike  will become interesting and not the target of internet rage.
It's not until you learn something you realize how little you know.

DCI Level 1 Judge.
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2 years ago  ::  Jan 11, 2011 - 1:59PM #6
useless_mancer
Date Joined: Jan 30, 2010
Posts: 4,475

Jan 9, 2011 -- 11:10PM, onlainari wrote:

In Commander you still die to 10 poison counters.

In the current metagame, poison is more popular than it ever will be. It will become less of an issue as time goes by. Killing someone with poison is a gimmick. It's a fresh way to win over the tiring insurrection, recursion, and infinite turns win conditions. As the spikes and johnnys stop playing it when the next large set comes out Tainted Strike  will become interesting and not the target of internet rage.




no i think poisons here to stay, because of the fact that skittles exists and is stupidly awesome as a general XD

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2 years ago  ::  Jan 11, 2011 - 5:24PM #7
perodequeso
Date Joined: Nov 10, 2009
Posts: 1,822
With the new updated rules can we now use the following creatures as generals?
Rhys the Exiled
Thelon of Havenwood
Memnarch
Bosh, Iron Golem

I think there are a couple more.
STEP 1: Find your cousin

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2 years ago  ::  Jan 11, 2011 - 6:29PM #8
niheloim
Date Joined: Feb 3, 2008
Posts: 6,249

Jan 11, 2011 -- 5:24PM, perodequeso wrote:

With the new updated rules can we now use the following creatures as generals?
Rhys the Exiled
Thelon of Havenwood
Memnarch
Bosh, Iron Golem

I think there are a couple more.




Just onemore. Daughter of Autumn

When playing Commander, before you add a card to your deck, you have to ask yourself:
"Is this card better than Rings ?"
If you play commander and don't have your deck[s] in the Decklist Compendium, maybe you should. Or if you're new or looking into the format, the compendium has some good advice for beginners as well as decklists.

3DH4LIF3

We should all have one of these playable from our sideboards
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2 years ago  ::  Jan 11, 2011 - 6:40PM #9
perodequeso
Date Joined: Nov 10, 2009
Posts: 1,822

Jan 11, 2011 -- 6:29PM, niheloim wrote:

Jan 11, 2011 -- 5:24PM, perodequeso wrote:

With the new updated rules can we now use the following creatures as generals?
Rhys the Exiled
Thelon of Havenwood
Memnarch
Bosh, Iron Golem

I think there are a couple more.




Just onemore. Daughter of Autumn




Ah ha, thanks!

STEP 1: Find your cousin

STEP 2: Get your cousin in the cannon

STEP: 3 Find another cousin
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2 years ago  ::  Jan 13, 2011 - 2:29PM #10
DOLZero
Date Joined: Jul 24, 2009
Posts: 1,996
I am not sure if we have been playing this correctly in my group or not, but here it goes.

If a player discards their general (say someone bounces the general up, and then plays a spell forcing them to discard it), we always said that a player does not have control over whether their general goes to the GY in this type of situation... that players only get to choose where their generals go if they are leaving the battlefield. Is this correct via the official rules?

and if so, what happens to a general if it gets bounced up and then someone plays Identity Crisis ?
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Magic: The Gathering Commander (EDH) Commander Rules and Frequently Asked Questions
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