Commander (designation): Difference between revisions

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*<c>Bloodsworn Steward</c> from ''[[Commander 2017]]''.
*<c>Bloodsworn Steward</c> from ''[[Commander 2017]]''.
*<c>Path of Ancestry</c> from ''[[Commander 2017]]''.
*<c>Path of Ancestry</c> from ''[[Commander 2017]]''.
*<c>Echo Storm</c> from ''[[Commander 2018]]''.
*<c>Geode Golem</c> from ''[[Commander 2018]]''.
*<c>Geode Golem</c> from ''[[Commander 2018]]''.
*<c>Forge of Heroes</c> from ''[[Commander 2018]]''.
*<c>Forge of Heroes</c> from ''[[Commander 2018]]''.

Revision as of 15:26, 23 July 2018

The deck commander or simply commander is the central card of a Commander-deck. It starts the game in, and is usually played from, the command zone.

The term general is sometimes used instead, although commander is the formal term according to the rules.

Description

From the glossary of the Comprehensive Rules (June 7, 2024—Modern Horizons 3)

Commander
1. A casual variant in which each deck is led by a legendary creature. See rule 903, “Commander.”
2. A designation given to one legendary creature card in each player’s deck in the Commander casual variant.
  • However, a small number of planeswalker cards have an ability stating that they can serve as commanders and with the Brawl option, every planeswalker can be commander.
  • A player's choice of commander determines which other cards can be played in the deck by determining that deck's color identity.[3]

Rules

  1. Players may choose either a legendary creature, or a planeswalker that has an ability allowing it to be chosen, as a commander. Players may choose a pair of them if each has the Partner ability.
  2. The Commander's color identity restricts what cards may appear in the deck. If a player chooses to have two commanders, the color identity is the combined color identity of each.
  3. Being a Commander is not a characteristic but a property of the card.
  4. If a player has been dealt 21 points of combat damage by a particular Commander during a game, that player loses the game. If a player chooses to have two commanders, each is counted separately.
  5. While a Commander is in the command zone, it may be cast. As an additional cost to cast a Commander from the command zone, the player casting it must pay {2} for each time that player has previously cast it from the command zone. If a player chooses to have two commanders, each is counted separately.
  6. If a commander would be put into its owner's graveyard, be exiled, or returned to a player's hand or library from anywhere, that player may choose to put it into the command zone instead.

Commander interaction cards

Some cards specifically interact with your commander. If a player has two commanders, then each is counted separately, except for abilities referring to color identity, in which case the color identity of the commander is the combined color identity of each of that player's commanders.

Interacting with other commanders

References