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What is the rule of 8 in Commander deck building?

The 8x8 Theory is a mathematical approach to deckbuilding for the EDH/Commander format. You start with your commander and 35 land slots, choose 8 different kinds of effects you would like to see played in your deck, and then pick 8 individual cards for each of those effects, yielding a clean total of 64 spells.
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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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What are the rules for building a Commander deck?

A Commander deck must contain exactly 100 cards, including the commander. If you're playing a companion, it must adhere to color identity and singleton rules. While it is not part of the deck, it is effectively a 101st card. With the exception of basic lands, no two cards in the deck may have the same English name.
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What is the building ratio for a Commander deck?

MTG Commander deck building ratio

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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5 Rules For Commander Deckbuilding

What is rule 0 in 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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How much Commander damage can you take before you lose?

Commander Damage

A player that's been dealt 21 or more combat damage by the same commander over the course of the game loses the game.
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How many lands should I run in a Commander deck?

Cherish Your Commander

Specifically, the "ideal" deck with a two-cost Commander and 42 lands features zero mana rocks other than Sol Ring, while the six-cost Commander's "optimal" list has ten mana rocks in total alongside 38 lands.
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What is a good mana curve for Commander?

A limited number of one-mana and five-plus-mana spells are good as well, but having a balanced mixture of two, three and four-drops is most important. With such a curve, you will usually be able to spend all of your mana in the early-to-mid-game, and few mana will go to waste.
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What is the best number of lands for a Commander deck?

One of the more confusing aspects of building a Commander deck, for players of all levels, is how many lands to include. Probably the most common number players admit is between 35 and 38.
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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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What is the land ratio in Commander?

Your land base should be between 33 to 40 lands and your Mana rocks should be 10 to 15. These numbers can change if your deck is full of low cost cards or if you have other sources of mana slotted in like mana creatures or cost reducers.
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How many creatures should I run in a Commander deck?

As many or as few as you need. Creatures are not necessary to make a decent commander decks. Don't give yourself limits, use creatures if their effects are synergistic with your gameplan, if no creatures fits; no big deal.
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What is the rule of 9 in MTG Commander?

Basically the Rule of Nine says that they way to begin a deck design to start with a list of just nine cards. Each of these cards becomes a full play set (4 cards) yielding 36 cards in your deck. After that place 24 basic lands and you have a deck that will consistently use your ideas to win or lose.
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What was Rule 10 in Commander?

The Tiny Leaders format ignores play rule 10: "If a player has been dealt 21 points of combat damage by a particular Commander during the game, that player loses a game." and changes play rule 13: "Players begin the game with 40 life." to "Players begin the game with 25 life."
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What is rule 10 MTG Commander?

Rule 10, which stated that commanders were subject to the legend rule, was created in the days when the legend rule was less stable; the rule remained as an artifact of that time. It's not a Commander-specific rule, but simply existed as a clarification.
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What is the strongest Commander in MTG?

These are the best MTG commanders:
  • Edgar Markov.
  • Kess, Dissident Mage.
  • Kenrith, the Returned King.
  • Muldrotha, the Gravetide.
  • Korvold, Fae-Cursed King.
  • Tymna the Weaver.
  • Niv-Mizzet, Parun.
  • The Gitrog Monster.
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How many mana rocks should I run?

For casual, low- to mid-power play: five to seven rocks or other mana acceleration (i.e., other forms of ramp like land fetch spells/lands). For competitive, mid- to high-power play (or mana-hungry casual decks): 12+ rocks and other mana acceleration.
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Is 37 lands enough for Commander?

But in general, for medium-power midrange Commander decks, try not to go below 37 lands. Missing your third or fourth land drop sucks, and you will stumble on lands far too often if you play fewer than 37 lands.
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How many Planeswalkers can you have in Commander?

How Many Planeswalkers Can You Have in Your Commander Deck? Again, there is no limit. Just make sure you abide by the singleton and color identity rules of the format.
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What should my mana curve look like?

The general way you lay out a mana curve is from left to right with a pile for each converted mana cost, with the lowest converted mana cost cards in the leftmost pile, the highest on the right, and a pile for each other mana cost in between in ascending order.
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Can you have a planeswalker in a Commander deck?

Yes, believe it or not. A planeswalker can only be a commander if it specifically states on the bottom of the card, “this card can be your commander.” If it doesn't have that line of text, forget it. Pick a legendary creature instead.
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Does fog prevent Commander damage?

Fog can be cast at instant speed, which means that you can use it to prevent damage during any turn, even one when you're not being attacked.
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Are infinite combos banned in Commander?

Less contentious is the popular banning of infinite combos. A lot of groups, especially those that lean hard into the “casual” side of commander, want to win through swingy combats, big spells, and commander damage.
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Can you steal an opponents Commander?

Yes you absolutely can. The owner of the commander can only move it from the graveyard to the command zone as a Statebased action. And we don't check state-based actions while spells are resolving. So it can steal commanders.
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