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Commander Rules Guide

The definitive reference for EDH format rules — everything from deck construction to commander damage, with Comprehensive Rules citations.

Contents
  1. What Is Commander?
  2. Deck Construction Rules
  3. Color Identity in Detail
  4. The Command Zone
  5. Commander Damage
  6. Starting Life Total and Multiplayer Dynamics
  7. Common Rules People Get Wrong
  8. The Banned List

What Is Commander?

Commander (formerly known as Elder Dragon Highlander, or EDH) is the most popular casual multiplayer format in Magic: The Gathering. It is a singleton format, meaning each deck contains exactly 100 cards with no duplicates beyond basic lands, built around a legendary creature that serves as the deck's commander. Commander is governed by CR 903, which lays out all format-specific rules that modify the standard rules of Magic.

A typical Commander game has four players, each starting at 40 life. Games are free-for-all by default, though two-player Commander (sometimes called "1v1 Commander" or "Duel Commander") is also played. The format emphasizes self-expression in deck building, memorable game moments, and social interaction. The Commander Rules Committee and Wizards of the Coast jointly manage the format's banned list and rule updates.

What sets Commander apart from formats like Standard or Modern is the combination of the singleton restriction, the higher life total, the command zone mechanic, and the multiplayer free-for-all structure. These elements together create games that are longer, more varied, and more political than typical one-on-one constructed matches.

Deck Construction Rules

Commander decks follow specific construction rules defined in CR 903.5:

Quick reference: 100 cards total (including commander), singleton (except basic lands), all cards must match your commander's color identity, commander must be a legendary creature (or a card that explicitly permits itself to be a commander).

Color Identity in Detail

Color identity is one of the most frequently misunderstood concepts in Commander. It determines which cards you can include in your deck and is defined in CR 903.4. A card's color identity is NOT the same as its color. Color identity is the set of all colors derived from the following sources:

  1. Mana symbols in the mana cost. If a card costs {2}{W}{U}, its color identity includes white and blue.
  2. Mana symbols in the rules text. If a card's oracle text contains {B} anywhere (including activated abilities, triggered abilities, or static abilities), black is part of its color identity. For example, Blind Obedience has extort, which contains {W/B} in its reminder text — however, reminder text is not rules text, so it does NOT contribute to color identity. But a card like Kenrith, the Returned King, whose activated abilities explicitly reference {R}, {G}, {U}, {B}, and {W}, has a five-color identity.
  3. Color indicator dots. Some cards have a colored dot to the left of their type line instead of (or in addition to) a mana cost. This dot contributes to color identity. The back face of double-faced cards like Archangel Avacyn // Avacyn, the Purifier has a red color indicator, giving the card a red-and-white color identity even though only white appears in the mana cost. CR 903.4c
  4. Characteristic-defining abilities. If a card has a characteristic-defining ability that sets its color (like Transguild Courier, which is "all colors"), that contributes to color identity.
Common trap: Lands that produce colored mana but have no mana symbols in their rules text (like City of Brass or Mana Confluence, which say "add one mana of any color") have a colorless identity and can go in ANY Commander deck. Conversely, a land like Overgrown Tomb, which has rules text containing {B} and {G} via its land types (Swamp Forest), has a black-green identity because of its intrinsic mana abilities.

A card's color identity is fixed and determined before the game begins. It does not change based on game state, zones, or effects. A card with a white-blue color identity cannot be included in a mono-white Commander deck, even if you never intend to use the blue ability.

Basic lands have a color identity matching the mana they produce: Plains are white, Islands are blue, Swamps are black, Mountains are red, and Forests are green. Wastes are colorless. You may include any number of basic lands whose color identity is a subset of your commander's color identity.

The Command Zone

The command zone is a game zone unique to Commander (and a few other formats). Your commander begins the game face-up in the command zone rather than in your library. The command zone rules are found in CR 903.6 through CR 903.9.

Casting from the Command Zone

You may cast your commander from the command zone whenever you would normally be able to cast it (typically during your main phase when the stack is empty, unless it has flash). Each time you cast your commander from the command zone beyond the first, it costs an additional {2} for each previous time you have cast it from the command zone this game. This is called the commander tax. CR 903.8

For example, the first time you cast your commander, you pay its normal mana cost. If it dies and you return it to the command zone, the next time costs its mana cost plus {2}. The third casting costs the mana cost plus {4}, and so on. The commander tax applies only when casting from the command zone — if your commander is returned to your hand or reanimated from the graveyard, you pay no additional tax for those casts.

Returning to the Command Zone

Whenever your commander would be put into your graveyard, exiled, or returned to your hand or library from anywhere, you may choose to put it into the command zone instead. This is a replacement effect that you choose to apply (or not) each time. CR 903.9a

Key point: Sending your commander to the command zone is always optional. Sometimes it is strategically better to let your commander go to the graveyard (for reanimation targets) or to exile (if an effect will return it later). The decision to redirect to the command zone replaces the zone change entirely, so "dies" triggers will not fire if you choose the command zone over the graveyard.

Commander Damage

Commander damage is a win condition unique to this format. If a single commander deals 21 or more combat damage to a single player over the course of the game, that player loses the game, regardless of their current life total. CR 903.10a

Important details about commander damage:

Starting Life Total and Multiplayer Dynamics

Each player in a Commander game starts at 40 life, double the usual 20 in most other formats. CR 903.7 This higher life total serves a critical game design purpose: it makes aggressive one-on-one strategies less dominant and gives slower, more synergistic decks time to develop. With three opponents to contend with, dealing 120 total damage through combat alone is a tall order, which encourages players to build engines, combos, and political alliances rather than relying purely on aggression.

Multiplayer Politics

The multiplayer aspect of Commander is one of its defining features and is not merely incidental to the rules. In a four-player game, threat assessment and alliance-building matter as much as deck construction. A few dynamics that arise from the multiplayer structure:

The "Rule Zero" conversation — a pregame discussion about power level, expectations, and house rules — has become a standard practice in Commander. While not part of the Comprehensive Rules, it is endorsed by the Commander Rules Committee as a way to ensure all players at a table have compatible expectations for the game.

Common Rules People Get Wrong

Even experienced Commander players frequently misunderstand certain format-specific rules. Here are the most common sources of confusion:

Hybrid Mana and Color Identity

Hybrid mana symbols (such as {W/U}) contribute ALL of their colors to a card's color identity. A card with a {R/G} symbol in its mana cost has both a red and green identity. This means you cannot play a card costing {R/G} in a mono-red deck, even though you could pay for it using only red mana. Many players assume hybrid means "either/or" for identity purposes, but the rules treat hybrid symbols as "both." CR 903.4d

Frequently argued: Cards like Deathrite Shaman (with {B/G} cost) cannot go in a mono-black or mono-green Commander deck. The card's color identity is black AND green, requiring a commander whose identity includes both colors.

Color Indicators on Double-Faced Cards

The back face of a transforming double-faced card contributes to color identity via its color indicator. Archangel Avacyn has a white front face and a red back face (Avacyn, the Purifier). The card's color identity is white AND red, meaning it can only be played in a deck whose commander's identity includes both white and red. This catches players off guard because they only see the front face's mana cost. CR 903.4c

Partner Commanders

Partner is a keyword ability that allows you to have two commanders instead of one. CR 702.124 Your deck's color identity is the combined color identity of both partner commanders. For example, if you pair Tymna the Weaver (white/black) with Thrasios, Triton Hero (green/blue), your deck's color identity is white, blue, black, and green, and you may include cards of any combination of those four colors.

There are two types of partner: the original "Partner" keyword (which can pair with any other creature that has Partner) and "Partner with [specific creature]" (which can only pair with the named creature). These are functionally different abilities, and a creature with "Partner with Brallin" cannot partner with an arbitrary creature that has the generic Partner keyword.

Companion in Commander

The companion mechanic from Ikoria works in Commander but requires meeting the companion's deck-building restriction across all 100 cards (including the commander). CR 702.139 If you have a companion, it starts outside the game and you may pay {3} to put it into your hand once per game (per the companion errata). Your companion does NOT count toward the 100-card deck minimum, and it does NOT count as a commander. It is not subject to commander tax and does not deal commander damage.

Meeting companion requirements in Commander can be challenging. For example, Lutri, the Spellchaser requires no duplicate nonland cards, which is already the Commander singleton rule, making Lutri automatically legal as a companion in every Izzet-or-greater deck. For this reason, Lutri is banned as a companion in Commander.

Noncombat Damage Is Not Commander Damage

A common misconception is that any damage from a commander counts toward the 21-damage threshold. It does not. If your commander deals damage via a noncombat ability — for instance, Torbran, Thane of Red Fell's damage-boosting effect or a direct-damage ability like Niv-Mizzet, Parun — that damage does not accumulate as commander damage. Only damage assigned and dealt during the combat damage step counts.

Commander Tax Stacks with Other Cost Increases

The commander tax is an additional cost, and it stacks with all other cost increases and reductions. If your commander has been cast from the command zone twice before (so the tax is {4}) and an opponent controls Thalia, Guardian of Thraben (noncreature spells cost {1} more), and your commander is a noncreature spell, you pay the mana cost plus {4} plus {1}. Cost reductions like Helm of Awakening apply as well. The commander tax cannot be reduced below {0} for the tax portion specifically — it always increases by {2} per previous command zone cast.

The Banned List

Commander maintains its own banned list, separate from the banned and restricted lists of other formats. The Commander banned list is curated by the Commander Rules Committee in partnership with Wizards of the Coast. Cards are banned for a variety of reasons, including being unfun in multiplayer, creating degenerate game states, or warping deck construction around a single card.

Notable categories of banned cards include:

The current banned list is maintained at mtgcommander.net and is also available through Wizards of the Coast's official rules pages. The list is updated periodically, with announcements typically made before the changes take effect.

Rule Zero override: Many playgroups choose to allow or disallow cards beyond the official banned list through a pregame Rule Zero conversation. A card being "officially legal" does not mean every table will accept it, and a card being "officially banned" does not mean every casual group enforces the ban. Communication with your playgroup is key.

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