Commander (designation): Difference between revisions

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>Minomelo-gpuser
m (→‎Commander interaction cards: Commander parentheses.)
(Making a quick edit to reflect there is some overlap in the "Commanders with Partner" and "Planeswalkers that can be Commanders" rule. Feel free to reword it.)
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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]] that 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]] (or pair of Planeswalkers with Partner) that 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 two commanders, 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.  

Revision as of 17:34, 7 June 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

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.[3]

Rules

  1. Players may choose either a legendary creature, a pair of legendary creatures with each having the Partner ability, or a planeswalker (or pair of Planeswalkers with Partner) that 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.

Interacting with other commanders

References