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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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How do I start MTG Commander?

The simplest way to build your first Commander deck is to find a legendary creature you like and then get a bunch of cards that support what they do. The easiest way to do this, outside of sourcing all of the cards yourself, is to buy one of the premade decks that Wizards of the Coast sells.
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Does your Commander have to start in the command zone?

Commanders begin the game in the Command Zone. While a commander is in the command zone, it may be cast, subject to the normal timing restrictions for casting creatures. Its owner must pay for each time it was previously cast from the command zone; this is an additional cost.
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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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Do you draw if you start in Commander?

Gameplay. The game starts as other Magic formats with players shuffling their decks, cutting the decks of their opponents, and drawing an initial hand of seven cards. Given that Commander is traditionally a multiplayer format, all players draw a card during their first turn.
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How To Get Into Commander | The Command Zone 452 | Magic: The Gathering EDH

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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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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How should Commander deck be structured?

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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How many basics should a Commander deck have?

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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How many lands should be in a 5 color Commander deck?

In short, no, you don't necessarily need more lands for a 4- or 5-color deck. You're probably running about 37 to 38 lands already and that's a pretty good average for any deck. I'd bump that up a little bit to 38 to 40 just to be sure you've got enough lands of each color to draw.
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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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Can you choose where your Commander goes?

Yes, and yes. You can exile a commander with a spell or ability just like any other creature. But the owner of that commander gets to choose if they want to leave their leader in exile or send it back to the command zone.
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Who has priority in Commander?

In the simplest terms, priority is like a talking stick. 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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Where to start in mtg?

How To Get Into Magic: The Gathering as a Beginner
  1. Local Game Store. The absolute best place to begin is your local board and card game store. ...
  2. MTG Arena. Some people prefer a world with less social interaction, and that's OK, too. ...
  3. Learn the Vocabulary. ...
  4. Protect Your Cards.
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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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Can you only have 100 cards in Commander?

A commander deck has to be 99 cards + the commander, for a total of 100. It cannot be any more or any less. 903.5a Each deck must contain exactly 100 cards, including its commander.
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Can a planeswalker be a Commander?

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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How many cards do you start with in Commander?

PLAY FREE-FOR-ALL MULTIPLAYER

Each player starts with 40 life, places their commander face-up in their command zone, and draws a hand of seven cards. Players are seated randomly in a circle and turns progress one player at a time in clockwise order around the table.
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Is Commander the best MTG format?

Despite not being a casual DCI Sanctioned format, Commander is the most popular format in Magic: The Gathering. In Commander, players must build a 100-card deck that consists of 99 unique cards (excluding basic lands) and one Commander, which must be a Legendary creature.
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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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How do you start a MTG deck?

How to Build an MTG Deck – Full Guide!
  1. Step 1: Choosing a Deck Type. Before you start putting cards in your deck, you need to know your deck type. ...
  2. Step 2: Choosing Your Color(s) ...
  3. Step 3: Choosing a Theme. ...
  4. Step 4: Picking Your Lands. ...
  5. Step 5: Picking a Ratio of Creatures and Spells. ...
  6. Step 6: Tuning Your Mana Curve.
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Who draws first in Commander?

103.7 The starting player takes their first turn. 103.7a In a two-player game, the player who plays first skips the draw step (see rule 504, “Draw Step”) of their first turn. 103.7b In a Two-Headed Giant game, the team who plays first skips the draw step of their first turn.
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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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What is the breakdown of a Commander deck?

Deck Rules

Commander decks are exactly 100 cards: 1 commander + 99 other cards (or two partner commanders + 98 other cards). Only one copy of each card (by name) can be included, aside from basic lands. All cards within the deck must match the commander's color identity.
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