Command

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For the type of modal spell, see Commands.

The Command zone is a zone used for special objects which affect the game like permanents do, but are not actually permanents. This includes commanders, emblems, planes, phenomena, schemes. Many Commander sets, such as Commander 2013, Commander 2017, and Commander Legends, as well as Conspiracy sets, contain cards that interact with the Command Zone.

Description

The Dungeons & Dragons: Adventures in the Forgotten Realms set introduced the dungeon card type. These cards start outside of the game and when an ability instructs you to venture into the dungeon, you place it in the command zone and stays there until it is completed. You can only have 1 dungeon card in command zone at a time.

Whenever an Attraction would be put into any zone other than the battlefield, exile, or the command zone, it is instead placed into the command zone in an area known as the junkyard.

Rules

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

Command
A zone for certain specialized objects that have an overarching effect on the game, yet are not permanents and cannot be destroyed. See rule 408, “Command.”

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

  • 408. Command
    • 408.1. The command zone is a game area reserved for certain specialized objects that have an overarching effect on the game, yet are not permanents and cannot be destroyed.
    • 408.2. Emblems may be created in the command zone. See rule 114, “Emblems.”
    • 408.3. In the Planechase, Vanguard, Commander, Archenemy, and Conspiracy Draft casual variants, nontraditional Magic cards and/or specially designated cards start the game in the command zone. Each variant has its own rules regarding such cards. See section 9, “Casual Variants.”