No matter the outcome, Commander gives players the tools to express themselves through strategy, skill, and a whole lot of deck building fun. Permanents, spells, and abilities can also target any player around the table (as long as they don't explicitly say they must be used on "you"). Players are seated randomly in a circle and turns progress one player at a time in clockwise order around the table.ĭuring gameplay, a player may choose to attack any other player, regardless of their position on the table, and can also choose to attack multiple different players during their attack phase. If you're playing a game of Commander with three or more people, you play against each other in a free-for-all multiplayer format.Įach player starts with 40 life, places their commander face-up in their command zone, and draws a hand of seven cards. The commander is tracked across zone changes for this purpose (for example, if one player takes control of another player's commander, any damage that commander already dealt is still counted). Commander DamageĪ player that's been dealt 21 or more combat damage by the same commander over the course of the game loses the game. If your commander would be put into your library, hand, graveyard or exile from anywhere, you may return it to your command zone instead. A commander can be cast from the command zone for its normal costs, plus an additional two mana for each previous time it's been cast from the command zone this game. Parts of abilities which bring other traditional card (s) you own from outside the game into the game (such as Living Wish Spawnsire of Ulamog Karn, the Great Creator Wish) do not function in Commander. At the start of the game, each player puts their commander face up into the command zone. If a player has been dealt 21 points of combat damage by a particular Commander during the game, that player loses a game. This is where your commander resides during the game when they are not in play. Every card in your Commander deck must only use mana symbols that also appear on your commander. Color IdentityĪ card's color identity can come from any part of that card, including its casting cost and any mana symbols in its text. Players are only allowed one of each card in their deck, with the exception of basic lands, but they can use cards from throughout Magic's history. In this casual, multiplayer format, you choose a legendary creature to serve as your commander and build the rest of your deck around their color identity and unique abilities. The Commander format is all about picking your hero and building a deck around them. Of course, other cards mentioned herein are in the deck, like Aurelia, Gisela, Neheb, and Xenagos, so opponents have to make bad choices about what gets removed before they get double punched. Start stacking effects with Saskia out, and you can take out the whole table in the same turn. The game duration for this format should be about 20 minutes per player. Double damage, double strike, double combat. See rule 704.) Proposed Rule: 903. So remember, while your commanders are a powerful part of your deck’s arsenal, if you want to win with the commander alternate victory method, you’re going to want to start attacking with your commanders (so while something like Rafiq of the Many makes a good command for this victory method, Skeleton Ship would make a poor choice).This format is for four players per game and deck sizes are 99 cards + 1 commander card. Commander Damage Rule Change Proposal Current Rule: 903.10a A player that’s been dealt 21 or more combat damage by the same commander over the course of the game loses the game. So while Niv-Mizzet, the Firemind might be a powerful commander, its triggered ability is not considered combat damage, so that trigger won’t count towards that 21 points of damage. Abilities never deal combat damage, even if you use them during combat. That means only damage assigned and dealt by an attacking commander at the beginning of the combat damage step counts. In addition to the rest of the state-based actions that we have in most Magic games, Commander has an additional one: if, over the course of the game, you have been dealt 21 or more points of combat damage from the same commander, you will lose the game. Today, we’re going to look at one of the unique rules for commander: the commander damage rule (formerly known as “General Damage” when Commander was EDH).
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