These Commander decks introduce an ability called eminence that lets your commander lead from the command zone, even before they have entered the battlefield. The eminence ability appears on characters from all parts of Magic lore, allowing you to call on the power and skill of some of the best leaders in the Multiverse. The Commander format is all about picking your hero and building a deck around them. In this casual, multiplayer format, you choose a legendary creature to serve as your commander and build the rest of your deck around their color identity.
Full Rules. A card's color identity can come from any part of that card, including its casting cost and any mana symbols in its text. Every card in your Commander deck must only use mana symbols that also appear on your commander. Colorless cards are allowed as well. This is where your commander resides during the game when they are not in play. At the start of the game, each player puts their commander face up into the command zone. A commander can be cast from the command zone for its normal costs, plus an additional two mana for each previous time it's been cast from the command zone this game.
If your commander would be put into your library, hand, graveyard or exile from anywhere, you may return it to your command zone instead. A player that's been dealt 21 or more combat damage by the same commander over the course of the game loses the game. The commander is tracked across zone changes for this purpose for example, if one player takes control of another player's commander, any damage that commander already dealt is still counted.
If you're new to Commander, a pre-built deck can be the best place to start. The below sets include decks that were created to be fun, powerful and ready to play. November 8 A WPN-organized event introduced in It is a one-day event where players are immersed in a story affected by their in-game choices.
MTG Wiki Explore. Main Page All Pages. Explore Wikis Community Central. Register Don't have an account? Commander format. Edit this Page. Edit source History Talk 4. For other uses, see Commander disambiguation.
A casual variant in which each deck is led by a legendary creature. Commander The Commander variant was created and popularized by fans; an independent rules committee maintains additional resources at MTGCommander. The Commander variant uses all the normal rules for a Magic game, with the following additions.
A Commander game may be a two-player game or a multiplayer game. The default multiplayer setup is the Free-for-All variant with the attack multiple players option and without the limited range of influence option.
Each deck has a legendary creature card designated as its commander. This designation is not a characteristic of the object represented by the card; rather, it is an attribute of the card itself. The card retains this designation even when it changes zones. This ability modifies the rules for deck construction, and it functions before the game begins. See also rule If an effect refers to casting a commander, it refers to a spell that is a commander. If an effect refers to a commander in a specific zone, it refers to a card in that zone that is a commander.
The Commander variant uses color identity to determine what cards can be in a deck with a certain commander. The player reveals that choice as they put their commander into the command zone before the game begins. See rules See rule This is an exception to rule Costs that refer to that quality are unpayable. Each Commander deck is subject to the following deck construction rules.
In other words, the minimum deck size and the maximum deck size are both At the start of the game, each player puts their commander from their deck face up into the command zone.
Then each player shuffles the remaining 99 cards of their deck so that the cards are in a random order. Once the starting player has been determined, each player sets their life total to 40 and draws a hand of seven cards. A player may cast a commander they own from the command zone. A commander may return to the command zone during a Commander game. This is a state-based action. This replacement effect may apply more than once to the same event.
If your commander is a Red and White creature, then you can only have Red, White and Colourless cards in your deck. The first thing you should do when making any Commander deck is to, well, pick a commander. A commander can be any legendary creature that you like. Sometimes the theme is tribal, like everything being dragons. No matter what it is, having a strong core idea to build around is going to make your decks much easier to make. A big part of the fun of Commander is in building a deck and finding obscure cards to include.
As a general rule of thumb, you want somewhere between 33 and 42 lands in a Commander deck. Naturally, you want as many special lands as you can find. Lands that generate more than one colour of mana or that have special abilities are always a great shout. That leaves you with around 60 cards to choose. Generally speaking, you want to try and find cards that affect all of your opponents while leaving your own stuff untouched.
Cards such as Cyclonic Rift, for example. Different colours will have different removal, so Black and White are going to be able to use cards that destroy and exile. Red will be able to use spells that deal damage to destroy things, and Green is stuff with cards that let your creatures fight other creatures.
0コメント