Comprehensive Rules
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Commander decks are subject to additional deckbuilding restrictions and requirements. See rule 903, “Commander,” for details.
In a Commander game, each player puts their commander from their deck face up into the command zone. See rule 903.6.
In a Commander game, a player who’s been dealt 21 or more combat damage by the same commander over the course of the game loses the game. (This is a state-based action. See rule 704. See also rule 903.10.)
In a Commander game, each player’s starting life total is 40. See rule 903, “Commander.”
In a two-player Brawl game, each player’s starting life total is 25. In a multiplayer Brawl game, each player’s starting life total is 30. See rule 903.12, “Brawl Option.”
One card (Cryptic Spires) has a set of symbols below the text box that represent each color and an ability that instructs a player to circle two of those colors as they create their deck. To circle a color, the player circles (or otherwise clearly indicates) that color’s symbol. The mana symbol of each circled color is considered part of that card’s printed rules text (see rule ) and affects that card’s color identity (see rule 903.4).
Partner abilities are keyword abilities that modify the rules for deck construction in the Commander variant (see rule 903), and they function before the game begins. Each partner ability allows you to designate two legendary cards as your commander rather than one. Each partner ability has its own requirements for those two commanders. The partner abilities are: partner, partner with [name], friends forever, choose a Background, and Doctor’s companion.
A rule or effect that refers to your commander’s color identity refers to the combined color identities of your two commanders. See rule 903.4.
Except for determining the color identity of your commander, the two commanders function independently. When casting a commander with partner, ignore how many times your other commander has been cast (see rule 903.8). When determining whether a player has been dealt 21 or more combat damage by the same commander, consider damage from each of your two commanders separately (see rule 903.10a).
In a Commander game, a player who’s been dealt 21 or more combat damage by the same commander over the course of the game loses the game. See rule 903, “Commander.”
In a Commander game, if a commander is in a graveyard or in exile and that object was put into that zone since the last time state-based actions were checked, its owner may put it into the command zone. See rule 903, “Commander.”
In the Commander variant, each deck is led by a legendary creature designated as that deck’s commander. The Commander variant was created and popularized by fans; an independent rules committee maintains additional resources at MTGCommander.net. The Commander variant uses all the normal rules for a Magic game, with the following additions.
A Commander game may be a two-player game or a multiplayer game. The default multiplayer setup is the Free-for-All variant with the attack multiple players option and without the limited range of influence option. See rule , “Free-for-All Variant.”
Each deck has a legendary creature card designated as its commander. This designation is not a characteristic of the object represented by the card; rather, it is an attribute of the card itself. The card retains this designation even when it changes zones.
Some cards have an ability that states the card can be your commander. This ability modifies the rules for deck construction, and it functions before the game begins. See also rule .
If a player’s commander is a meld card and it’s melded with the other member of its meld pair, the resulting melded permanent is that player’s commander.
If a player’s commander is a component of a merged permanent, the resulting merged permanent is that player’s commander.
If an effect refers to controlling a commander, it refers to a permanent on the battlefield that is a commander. If an effect refers to casting a commander, it refers to a spell that is a commander. If an effect refers to a commander in a specific zone, it refers to a card in that zone that is a commander.
If an effect refers to a characteristic of “your commander,” it can find the appropriate player’s commander and see its current characteristics, as modified by continuous effects and other rules, in all zones, including that player’s library and hand.
The Commander variant uses color identity to determine what cards can be in a deck with a certain commander. The color identity of a card is the color or colors of any mana symbols in that card’s mana cost or rules text, plus any colors defined by its characteristic-defining abilities (see rule ) or color indicator (see rule ).
Color identity is established before the game begins.
If a commander has a static ability that causes a player to choose its color before the game begins, that choice applies during deck construction and throughout the game, even as the commander changes zones. That choice affects the commander’s color identity. The player reveals that choice as they put their commander into the command zone before the game begins. See rules and .
Reminder text is ignored when determining a card’s color identity. See rule .
The back face of a double-faced card (see rule ) is included when determining a card’s color identity. This is an exception to rule .
If a card has any alternative characteristics, such as those of adventurer cards (see rule , “Adventurer Cards”), those characteristics are included when determining the card’s color identity.
If an ability refers to the colors or number of colors in a commander’s color identity, that quality is undefined if that player doesn’t have a commander. That part of the ability won’t do anything. Costs that refer to that quality are unpayable.
Each Commander deck is subject to the following deck construction rules.
Each deck must contain exactly 100 cards, including its commander. In other words, the minimum deck size and the maximum deck size are both 100.
Other than basic lands, each card in a Commander deck must have a different English name. For the purposes of deck construction, cards with interchangeable names have the same English name (see rule ).
A card can be included in a Commander deck only if every color in its color identity is also found in the color identity of the deck’s commander.
A card with a basic land type may be included in a Commander deck only if each color of mana it could produce is included in the commander’s color identity.
At the start of the game, each player puts their commander from their deck face up into the command zone. Then each player shuffles the remaining cards of their deck so that the cards are in a random order. Those cards become the player’s library.
Once the starting player has been determined, each player sets their life total to 40 and draws a hand of seven cards.
A player may cast a commander they own from the command zone. A commander cast from the command zone costs an additional {2} for each previous time the player casting it has cast it from the command zone that game. This additional cost is informally known as the “commander tax.”
A commander may return to the command zone during a Commander game.
If a commander is in a graveyard or in exile and that object was put into that zone since the last time state-based actions were checked, its owner may put it into the command zone. This is a state-based action. See rule 704.
If a commander would be put into its owner’s hand or library from anywhere, its owner may put it into the command zone instead. This replacement effect may apply more than once to the same event. This is an exception to rule .
If a commander is a melded permanent or a merged permanent and its owner chooses to put it into the command zone using the replacement effect described in rule 903.9b, that permanent and each component representing it that isn’t a commander are put into the appropriate zone, and the card that represents it and is a commander is put into the command zone.
The Commander variant includes the following specification for winning and losing the game. All other rules for ending the game also apply. (See rule 104.)
A player who’s been dealt 21 or more combat damage by the same commander over the course of the game loses the game. (This is a state-based action. See rule 704.)
If a player is allowed to bring a card from outside the game into a Commander game, that player can’t bring a card into the game this way if it has the same name as a card that player had in their starting deck, if it has the same name as a card that the player owns in the current game, or if any color in its color identity isn’t in the color identity of the player’s commander.
Brawl Option
Brawl is an option for a different style of Commander game. Brawl games use the normal rules for the Commander variant with the following modifications.
Brawl decks are usually constructed using cards from the Standard format.
A player designates either a legendary planeswalker or a legendary creature as their commander.
A player’s deck must contain exactly 60 cards, including its commander. In other words, the minimum deck size and the maximum deck size are both 60.
If a player’s commander has no colors in its color identity, that player’s deck may contain any number of basic lands of one basic land type of their choice. This is an exception to rule 903.5d.
In a two-player Brawl game, each player’s starting life total is 25. In a multiplayer Brawl game, each player’s starting life total is 30.
In any Brawl game, the first mulligan a player takes doesn’t count toward the number of cards that player will put on the bottom of their library or the number of mulligans that player may take. Subsequent mulligans are counted toward these numbers as normal.
Brawl games do not use the state-based action described in rule , which causes a player to lose the game if they’ve been dealt 21 or more combat damage by a commander.
Commander Draft
Commander Draft is an option for a different style of Commander game. It consists of a draft (a style of limited play where players choose cards from sealed booster packs to build their decks) followed by a multiplayer game. The Commander Draft option uses Commander Legends booster packs by default.
A draft typically consists of three draft rounds. In each draft round, each player opens a booster pack, drafts two cards by placing them in a face-down pile in front of them, then passes the remaining cards to the next player. Each player then drafts two cards from the booster pack passed to them and passes the remaining cards. This procedure continues until all cards in that draft round have been drafted.
In the first and third draft rounds, booster packs are passed to each player’s left. In the second draft round, booster packs are passed to each player’s right.
During the draft, a player can look only at cards in the booster pack they are currently drafting from and cards they have already drafted. A player may not reveal drafted cards to other players unless an ability instructs them to.
After the draft is complete, the cards a player drafted become that player’s card pool. If the draft contained draft boosters from Commander Legends or Commander Masters, each player may add up to two cards named The Prismatic Piper to their card pool, but only if those cards are used as the player’s commander(s). If the draft contained draft boosters from Commander Legends: Battle for Baldur’s Gate®, each player may add up to two cards named Faceless One to their card pool, but only if those cards are used as the player’s commander(s).
Commander Draft deck construction follows the same rules as Commander deck construction (see rule 903.5) with three exceptions: (1) A player’s deck must contain at least 60 cards. There is no maximum deck size. (2) A player’s deck may include any number of cards from that player’s card pool with the same name. (3) If the draft contained draft boosters from Commander Masters, any card which can be a player’s commander by itself and whose color identity includes one or fewer colors is considered to have the partner ability for the purposes of deckbuilding. (See rule , “Partner.”)
Commander Draft games follow the same rules as Commander games. See rules 903.6–903.11.
As an alternative option, players may play a Commander game (see rule 903, “Commander”) using the Archenemy rules. The normal rules for Commander apply, as modified by the Archenemy rules, with the following exceptions.