Color Identity Explained
A complete guide to MTG color identity — the single most important deckbuilding rule in Commander, explained from the ground up with Comprehensive Rules citations.
- What Color Identity Is and Why It Matters
- How Color Identity Is Determined
- What Does NOT Count
- Hybrid Mana and Color Identity
- Phyrexian Mana and Color Identity
- Double-Faced Cards and Color Indicators
- Land Color Identity
- Partner Commanders and Combined Identity
- Companions and Color Identity Restrictions
- Practical Examples
- Comprehensive Rules References
What Color Identity Is and Why It Matters
Color identity is a property of every Magic card that defines which colors are fundamentally associated with that card, regardless of what zone it is in or what is happening in the game. Unlike a card's color — which is determined solely by its mana cost (or color indicator, or characteristic-defining ability) — color identity looks deeper, pulling color information from every mana symbol in the card's rules text, its mana cost, its color indicator, and its characteristic-defining abilities.
Color identity exists primarily for Commander. It is the mechanism by which the format enforces thematic deck construction: every card in your deck must have a color identity that is a subset of your commander's color identity. CR 903.4 If your commander's color identity is red and white, you cannot include any card whose color identity contains blue, black, or green — not even if you never intend to activate the offending ability or pay the offending cost.
This restriction is absolute and is checked before the game begins. A card either fits your commander's color identity or it does not. There is no exception for "I'll just ignore that ability" or "I can't even produce that color of mana." The identity is fixed, and the restriction is binary.
How Color Identity Is Determined
A card's color identity is the union of all colors derived from the following four sources, as defined in CR 903.4:
- Mana symbols in the mana cost. Every colored mana symbol in a card's mana cost contributes to its color identity. A card that costs {1}{W}{U} has white and blue in its color identity. A card that costs {5} has no colors from its mana cost. CR 903.4a
- Mana symbols in rules text. Any colored mana symbol that appears in a card's rules text — whether in an activated ability cost, a triggered ability's effect, or a static ability — contributes to color identity. If a card's oracle text includes {B} anywhere in its rules text (not reminder text), black is part of its color identity. CR 903.4a
- Color indicators. Some cards have a small colored dot printed to the left of their type line. This color indicator defines the card's color directly (rather than deriving it from the mana cost) and also contributes to color identity. This is most commonly seen on the back faces of double-faced cards and on cards with no mana cost, such as Ancestral Vision's suspend form or the back face of transforming cards. CR 903.4c
- Characteristic-defining abilities. If a card has a characteristic-defining ability (CDA) that sets its color — an ability that functions in all zones and defines a characteristic — those colors contribute to color identity. For example, Transguild Courier has a CDA stating it is all colors, so its color identity is all five colors (white, blue, black, red, green) even though its mana cost is {4}. CR 903.4b
What Does NOT Count
Several things that might seem like they contribute to color identity actually do not:
- Reminder text. Text in parentheses that explains how a mechanic works is reminder text, not rules text. Mana symbols appearing in reminder text do not contribute to color identity. CR 903.4a This is the single most important exception and is the source of the most common color identity misunderstanding in Commander (see the Blind Obedience example below).
- Basic land types granted by other effects. If another card gives a land a basic land type (for example, Urborg, Tomb of Yawgmoth granting the Swamp type to all lands), that granted type does not change the land's color identity. Color identity is determined before the game begins and is never modified by in-game effects.
- Color words in rules text. The word "black" appearing in rules text (as in "target black creature" or "protection from black") does not contribute to color identity. Only mana symbols ({W}, {U}, {B}, {R}, {G}) and color indicators matter. CR 903.4a
- Colors of tokens a card creates. If a card creates green Saproling tokens, the word "green" in the token description does not add green to the card's color identity.
Hybrid Mana and Color Identity
Hybrid mana symbols are one of the most commonly misunderstood aspects of color identity. A hybrid mana symbol such as {W/U} can be paid with either white or blue mana when casting the spell. However, for color identity purposes, a hybrid symbol contributes ALL of its colors — not just the one you intend to pay. CR 903.4d
This means a card with a hybrid {R/G} symbol in its mana cost has a color identity of both red AND green. You cannot include it in a mono-red deck or a mono-green deck. Your commander must have both red and green in its color identity.
This rule trips up many players because hybrid mana was designed to make cards more flexible in terms of what mana you can spend. In Standard, Modern, or Limited, you only need access to one of the two colors to cast a hybrid card. But in Commander, color identity treats hybrid as "both colors," not "either color." The philosophy is that a card referencing two colors belongs to both of those colors thematically, and Commander's color identity system enforces thematic cohesion.
Phyrexian Mana and Color Identity
Phyrexian mana symbols (such as {W/P}, {U/P}, {B/P}, {R/P}, {G/P}) can be paid with either the corresponding colored mana or 2 life. Despite the option to pay life instead of colored mana, the colored component of a Phyrexian mana symbol still contributes to color identity. CR 903.4d
A card like Birthing Pod costs {3}{G/P} — you can pay 2 life instead of {G} to cast it, but its color identity is still green. You cannot include Birthing Pod in a Commander deck unless your commander's identity includes green, even though you could technically cast it without ever producing green mana.
Similarly, Dismember costs {1}{B/P}{B/P}. You can pay 4 life to avoid paying any black mana, but the card's color identity is black. It cannot go in a deck whose commander lacks black in its identity.
The same logic applies to Phyrexian hybrid mana symbols. If a card has a Phyrexian symbol combining two colors (for example, the theoretical {W/U/P}), both colors would contribute to color identity.
Double-Faced Cards and Color Indicators
Transforming double-faced cards (TDFCs) and modal double-faced cards (MDFCs) present a unique consideration for color identity. Both faces of a double-faced card contribute to its color identity. CR 903.4c
Many back faces of transforming double-faced cards have no mana cost. Instead, they use a color indicator — a small colored dot to the left of the type line — to define their color. This color indicator contributes to the card's overall color identity.
Transforming Double-Faced Cards
Archangel Avacyn has a white front face (mana cost {3}{W}{W}) and transforms into Avacyn, the Purifier, which has a red color indicator on its back face. The card's color identity is white AND red, meaning it can only be included in a Commander deck whose commander's identity includes both white and red. Many players are caught off guard by this because they only look at the front face's mana cost.
Westvale Abbey is a colorless land on its front face but transforms into Ormendahl, Profane Prince, which has a black color indicator. The card's color identity is black, not colorless.
Modal Double-Faced Cards
Modal double-faced cards from Zendikar Rising and later sets have two faces that are each independently castable. Both faces contribute to the card's color identity. Emeria's Call (white sorcery) // Emeria, Shattered Skyclave (land) has a white color identity because of the front face's mana cost, even though the back face is a land with no mana cost and no color indicator.
Land Color Identity
Lands have no mana cost, so their color identity comes entirely from mana symbols in their rules text (if any) and from any color indicators (rare for lands). This creates some important distinctions:
- Basic lands have intrinsic mana abilities defined by their basic land types. Plains produces {W}, Island produces {U}, Swamp produces {B}, Mountain produces {R}, and Forest produces {G}. Because these mana abilities are intrinsic to the land type and contain a colored mana symbol, each basic land has a color identity matching the mana it produces. Wastes, the colorless basic land, has a colorless identity.
- Dual lands with basic land types (such as the original dual lands and shock lands) have color identity derived from the intrinsic mana abilities of their types. Overgrown Tomb is a Swamp Forest. The Swamp type gives it an intrinsic "{T}: Add {B}" ability and the Forest type gives it an intrinsic "{T}: Add {G}" ability. Its color identity is black and green.
- Lands that say "add one mana of any color" without using specific mana symbols — such as City of Brass, Mana Confluence, and Command Tower — have a colorless color identity. The phrase "any color" is not a mana symbol; it is a description. No colored mana symbol appears in their rules text, so no color is contributed. These lands can go in any Commander deck.
- Lands with colored mana symbols in rules text have those colors in their identity. A land that says "{T}: Add {W} or {B}" has a white-black color identity because {W} and {B} appear in its rules text.
Partner Commanders and Combined Identity
The partner mechanic (CR 702.124) allows you to have two commanders instead of one. When you use partner commanders, your deck's color identity is the union of both commanders' color identities. This can open up additional colors that neither commander would provide alone.
For example, pairing Tymna the Weaver (white/black color identity) with Thrasios, Triton Hero (green/blue color identity) yields a combined deck identity of white, blue, black, and green — four colors. You can include cards of any combination of those four colors, but not red cards.
There are several flavors of the partner mechanic:
- Partner (generic): Can pair with any other legendary creature that also has the keyword Partner. These are from Commander 2016 and Battlebond.
- Partner with [name]: Can only pair with the specifically named creature. Brallin, Skyshark Rider can only partner with Shabraz, the Skyshark, and vice versa.
- Friends forever: Functions like Partner but only pairs with other creatures that have Friends forever (from Stranger Things Secret Lair and Doctor Who Commander decks).
- Choose a Background: Partners a legendary creature with a legendary Background enchantment. The Background's color identity contributes to the combined identity just as a second partner commander would.
In all cases, the deck construction rule is the same: every card in the 98-card deck must have a color identity that is a subset of the combined color identity of both commanders.
Companions and Color Identity Restrictions
The companion mechanic from Ikoria: Lair of Behemoths (CR 702.139) works in Commander with some important color identity interactions. If you want to use a companion, two conditions must be met:
- The companion's color identity must be a subset of your commander's color identity. You cannot use a companion whose identity includes colors outside your commander's identity. Lurrus of the Dream-Den (white/black identity) cannot be a companion in a mono-white Commander deck because Lurrus's identity includes black.
- The companion's deck-building restriction must be satisfied by your entire 100-card deck (including the commander). The companion itself starts outside the game and does not count toward the 100-card minimum.
A companion is NOT a commander. It does not deal commander damage, is not subject to commander tax, and does not start in the command zone. Once per game, you may pay {3} to put your companion from outside the game into your hand (per the companion mechanic errata).
Practical Examples
These examples illustrate the most commonly debated color identity scenarios:
Blind Obedience — Legal in Mono-White
Blind Obedience is a white enchantment ({1}{W}) with the extort keyword. Extort's reminder text contains {W/B}, showing that you can pay white or black mana to trigger the life drain. However, reminder text is not rules text. Since {W/B} appears only in the reminder text and the card's actual rules text contains no black mana symbols, Blind Obedience's color identity is mono-white. It is legal in any Commander deck that includes white, even if the deck has no access to black mana.
Kenrith, the Returned King — Five-Color Identity
Kenrith costs {4}{W}, which would suggest a mono-white identity at first glance. However, his oracle text contains five activated abilities that reference {R}, {1}{G}, {2}{U}, {3}{B}, and {W} respectively. Because each of those colored mana symbols appears in his rules text, Kenrith's color identity is all five colors (WUBRG). A Kenrith Commander deck can include cards of any color.
Golos, Tireless Pilgrim — Colorless Identity Despite Five-Color Activation
Golos has a mana cost of {5} (colorless) and an activated ability that costs {2}{W}{U}{B}{R}{G}. Wait — that activated ability DOES contain colored mana symbols in its rules text. Golos's color identity is therefore all five colors (WUBRG), not colorless. This is a common misconception: players see the {5} mana cost and assume Golos is colorless. But the five colored symbols in his activated ability's cost make him five-color. (Golos is currently banned in Commander, but the color identity principle stands.)
Devoid Cards — Colorless Color, Colored Identity
Cards with devoid (from Battle for Zendikar block) have a characteristic-defining ability that makes them colorless. However, devoid does not remove mana symbols from the card. A card like Brutal Expulsion costs {2}{U}{R} and has devoid, making it colorless as a card. But its color identity is still blue and red because {U} and {R} appear in its mana cost. Devoid affects color, not color identity.
Mycosynth Lattice and Painter's Servant — No Effect on Identity
In-game effects that change cards' colors (like Painter's Servant making all cards an additional color) do not change color identity. Color identity is determined before the game starts and is never modified during play. Painter's Servant might make every card in every zone blue in addition to its other colors, but that has zero effect on which cards were legal to put in the deck.
Comprehensive Rules References
The following Comprehensive Rules entries govern color identity in Commander:
- CR 903.4 — Defines color identity as the color(s) of each mana symbol in a card's mana cost and rules text, plus colors from color indicators and characteristic-defining abilities.
- CR 903.4a — Specifies that color identity is derived from colored mana symbols in the mana cost and rules text. Explicitly states that mana symbols in reminder text are not counted.
- CR 903.4b — Addresses characteristic-defining abilities that set a card's color, confirming they contribute to color identity.
- CR 903.4c — Covers color indicators (the colored dot left of the type line) and their contribution to color identity. This is the rule that catches double-faced cards with back-face color indicators.
- CR 903.4d — Addresses hybrid and Phyrexian mana symbols, confirming that each color component of these symbols contributes to color identity.
- CR 903.5c — The deckbuilding restriction: each card in a Commander deck must have a color identity that is a subset of the commander's color identity.
- CR 903.5d — Confirms that lands whose type includes a basic land type have the corresponding mana ability, and therefore the corresponding color identity.
For the most current version of these rules, consult the official Comprehensive Rules document maintained by Wizards of the Coast. Rule numbers may shift as new rules are added, but the 903.4x series has been stable for many years.
Related Guides
Have a Color Identity Question?
Ask the Pocket Judge rules engine — instant, accurate, judge-level rulings on color identity, Commander legality, and any other MTG rules question. Free, no account required.
Ask a Ruling