Commander was originally created and popularized as a variant for casual free-for-all multiplayer games. However, the unique style of deckbuilding lends itself just as well to competitive two-player games. This version, sometimes known as “Duel Commander,” even found a home at the MKM Series!

In Commander, each player's deck is headed by a legendary creature designated as that deck's commander. The commander determines which other cards can be played in the deck color-wise. It often plays a huge role by setting the deck's strategy and by acting as the one constant in a collection of cards otherwise selected for maximum variation between games.

Juzam Djinn

Rules Specific to Commander

  • A deck must consist of exactly 100 cards, including the commander. There is no sideboard.
  • Only a single copy of each card can be included in a deck. This rule doesn't apply to basic lands or to cards with a specific text which contradicts this, like Relentless Rats.
  • The color identity of a commander is determined by its colors, plus the colors of any mana symbols present in its cost and text box. A card cannot be in a deck if one of its colors, or if the color of a mana symbol on it, is not also present in the deck's commander's color identity.
  • A commander always starts the game in the command zone. A player can play his or her commander from the command zone as if it was in his or her hand. If a commander would be put into its owner's graveyard, exiled, or put into its owner's library from anywhere, that player can put it into the command zone instead. Casting a commander from the command zone costs an additional two generic mana for each time it has already been cast from that zone this game.
  • For additional rules and the current list of banned commanders and generally banned cards, please check: