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Do you start with your Commander?

At the start of the game, each player puts their commander face up into the command zone. 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.
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Do commanders start in your deck?

👉 Playing your deck. You play a Duel Commander game pretty much like a regular Magic The Gathering game, excepted: Players start with their commanders in the command zone, and the rest of the start is as any other game start.
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Where do I start in Commander?

All commanders start in the command zone. The mana value of a player's commander increases by two for each time it has been cast from the command zone. This cost is in addition to its original mana value. If any single commander deals 21 combat damage to a player during the game, that player loses.
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Who goes first in Commander?

The player whose turn it is gets to say something first. Then each player after them gets a chance to reply to what the Active Player said. If no one has anything else to say, we go to the next step of the turn and we start over again.
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Can you start with your Commander in the graveyard?

Yes, you can choose to have your commander in the graveyard.
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When Your Commander is Also Your Win Condition | EDHRECast 230

Can I be killed with my own Commander?

Can You Die to Your Own Commander Damage? Yup! You sure can. The specific rule for commander damage doesn't specify that an opponent's commander had to deal the damage, just that a specific commander needs to deal damage.
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What are the rules for a Commander deck?

There are no hard-and-fast rules for building a Commander deck, apart from the singleton nature and a list of banned cards, like any other Magic: The Gathering format. The average deck should have somewhere between 34-42 lands, depending on its level of mana ramp, and its synergy with lands specifically.
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What is the Commander rule?

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. If your commander would be put into your library, hand, graveyard or exile from anywhere, you may return it to your command zone instead.
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What are the rules for first turn in Commander?

There are no official rules regarding who goes first in Commander. Most groups have each player roll a die and whoever gets the highest number is either forced to go first or gets to choose if they want to start. Regardless of who plays first, the turns proceed clockwise.
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What is rule 0 Commander?

Rule 0 is an unofficial rule in Commander that allows players to modify the rules of a non-competitive game. The catch? Everyone who's participating has to agree to the changes before the game begins. If you're familiar with the term “house rules,” it's the same concept.
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Can you play Commander 1v1?

Duel Commander is an adapted rule set that takes Commander from a multiplayer format to 1v1 while still keeping the original essence. But there are important changes, like a different banlist. After all, what's broken in a 1v1 context is really different from what's broken in multiplayer games.
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Does your Commander have to be legendary?

Your commander must be a single legendary creature, with a few special exceptions for one of the Commander sets that Wizards of the Coast released. You have to have a deck of 99 cards plus them.
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What Commander lets you play from graveyard?

A Sultai (black/blue/green) Ooze for five mana, The Mimeoplasm is a classic commander option that allows you to make use of not just your own graveyard, but your opponents' as well. Upon entering the battlefield, The Mimeoplasm can exile any two creatures from any graveyards.
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Can you have 2 commanders in your deck?

A player can have two commanders if both have partner. Because both commanders start the game in the command zone, the remaining library is only 98 cards. Your two commanders are treated individually for all other Commander rules. If either leaves the battlefield, you can return it to the command zone instead.
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Is a Commander over a captain?

A commander is the third-highest rank in the force, above the rank of captain and below deputy chief.
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Where do I start when building a Commander deck?

Start by listing 30 to 40 cards that synergize well with your chosen commander or archetype's game plan. I like this range to give you more flexibility on what cards you want to add and which ones can be cut.
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How do you assign a Commander?

Assigning Commanders to a ship

The commanders now have their own slot in the equipment row of each ship. Tap the commander slot to open the commander menu. In this menu, you can assign a commander to the ship. Please note, you can only assign commanders to ships of their specific nation.
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What is the rule of 8 Commander?

The rule of 8 – As a general rule of thumb for deck building: a deck list with four copies of a certain type of card has weak consistency (39.9% to draw at least one in your opening hand) while eight copies give reasonable consistency (65.4% for your opening hand).
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When can I put my Commander in the command zone?

The specific rule for moving the commander from the graveyard to the command zone is rule 903.9a: 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.
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How many soldiers does a Commander control?

A company commander is the commanding officer of a company, a military unit which typically consists of 100 to 250 soldiers, often organized into three or four smaller units called platoons. The exact organization of a company varies by country, service, and unit type.
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How many creatures should you have in a Commander deck?

As a general rule of thumb, you want somewhere between 33 and 42 lands in a Commander deck. Naturally, you want as many special lands as you can find. Lands that generate more than one colour of mana or that have special abilities are always a great shout.
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What is the Commander damage rule?

Commander Damage is the term used to describe an alternate win condition in EDH. It states that if any player deals 21 points or more damage, with their Commander, to another player, that player is out of the game.
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What is the tuck rule for commanders?

"The tuck rule" was the way commanders used to work with cards like Spell Crumple and Oblation . The TL;DR is that if a commander would go to any non-battlefield zone from any other zone, its owner may instead return it to the command zone.
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How much life do you start with in Commander?

In addition to the same losing conditions that exist in a normal game of Magic, each player starts the game with 40 life points instead of 20, and a player may lose if he or she is dealt 21 or more total points of combat damage from a single Commander throughout the game.
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