Commander (designation): Difference between revisions

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(Those Comp Rules entries are talking about Commander (the format), not Commander (the general). Not what this article is about.)
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==Rules==
==Rules==
# Players may choose either a [[legendary]] [[creature]], a pair of legendary creatures with each having the [[Partner]] ability, or a [[planeswalker]] as a commander if that planeswalker has an ability allowing it to be chosen as a commander.
# Players may choose either a [[legendary]] [[creature]], a pair of legendary creatures with each having the [[Partner]] ability, or a [[planeswalker]] as a commander if that planeswalker has an ability allowing it to be chosen as a commander.
# The Commander's [[color identity]] restricts what cards may appear in the deck. If a player chooses to have multiple cards as a commander, the color identity is the combined color identity of each.
# 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.
# Being a Commander is not a [[characteristic]] but a property of the card.  
# Being a Commander is not a [[characteristic]] but a property of the card.  
# 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 multiple cards as a commander, each is counted separately.
# 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.
# 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 multiple cards as a commander, each is counted separately.
# 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.
# If a commander would be put into its owner's [[graveyard]], be [[exile]]d, or returned to a player's [[hand]] or [[library]] from anywhere, that player may choose to put it into the command zone instead.
# If a commander would be put into its owner's [[graveyard]], be [[exile]]d, 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==
==Commander interaction cards==


Some cards specifically interact with your commander. If a player has multiple 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.
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.


*<c>Command Tower</c> from ''[[Commander (2011)]]''; reprinted in ''[[Commander's Arsenal]]'', ''[[Commander 2013]]'', ''[[Commander 2015]]'' and ''[[Commander 2016]]''.
*<c>Command Tower</c> from ''[[Commander (2011)]]''; reprinted in ''[[Commander's Arsenal]]'', ''[[Commander 2013]]'', ''[[Commander 2015]]'' and ''[[Commander 2016]]''.

Revision as of 17:40, 3 December 2016

A 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 this term does not appear in the rules.

Description

The commander of a deck is usually a legendary creature. However, a small number of planeswalker cards have an ability stating that they can serve as commanders, and a player can have two commanders if both have partner.[1][2] A player's choice of commander determines which other cards can be played in the deck by determining that deck's color identity.

Rules

  1. Players may choose either a legendary creature, a pair of legendary creatures with each having the Partner ability, or a planeswalker as a commander if that planeswalker has an ability allowing it to be chosen as a commander.
  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.

References