Commander Format Guide
Deck Construction Rules
- This format is for four players per game and deck sizes are 99 cards + 1 commander card.
- Choose a legendary creature or artifact to serve as your commander and build the rest of your deck around their color identity and unique abilities.
- Players are only allowed one of each card in their deck, with the exception of basic lands.
- The game duration for this format should be about 20 minutes per player.
- This format allows cards to be played from all Magic sets (with the exception of those from the banned card list).
Color Identity
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.
Command Zone
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.
Commander Damage
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).
Play Free-for-All Multiplayer
If you're playing a game of Commander with three or more people, you play against each other in a free-for-all multiplayer format.
Each player starts with 40 life, places their commander face-up in their command zone, and draws a hand of seven cards. Players are seated randomly in a circle and turns progress one player at a time in clockwise order around the table.
During gameplay, a player may choose to attack any other player, regardless of their position on the table, and can also choose to attack multiple different players during their attack phase. Permanents, spells, and abilities can also target any player around the table (as long as they don't explicitly say they must be used on "you").
No matter the outcome, Commander gives players the tools to express themselves through strategy, skill, and a whole lot of deck building fun.
Brackets
There are five Commander Brackets. Each one is meant to classify a different kind of game experience. Brackets 1, 2, and 3 are different levels of socially focused play. Brackets 4 and 5 are focused on a higher power or even a competitive experience.
- Bracket 1: Exhibition
- Mainly for fun and to show the theme of the deck.
- Should last at least 9 rounds of play.
- Bracket 2: Core
- Incremental in its win condition, low pressure, social interactions.
- Should last at least 8 rounds of play.
- Bracket 3: Upgraded
- Value driven engine for win condition, proactive and reactive play, strong synergy and disruption around cards played.
- Should last at least 6 rounds of play.
- Bracket 4: Optimized
- Deck is lethal, consistent, and fast. Fast mana, tutors, resource engines, instant win conditions.
- Should last at least 4 rounds of play.
- Bracket 5: cEDH
- Deck is designed for battle in this environment. Over whelming resource engines, instant win combos, instant win conditions.
- Could win on any turn.
Game Changers
Game Changers are cards that can dramatically warp Commander games.
Bracket 1 and 2 decks exclude Game Changers.
Bracket 3 allows for up to three Game Changers.
Brackets 4 and 5 allow for unlimited Game Changers.
- White
- Drannith Magistrate
- Enlightened Tutor
- Farewell
- Humility
- Serra's Sanctum
- Smothering Tithe
- Teferi's Protection
- Blue
- Consecrated Sphinx
- Cyclonic Rift
- Force of Will
- Fierce Guardianship
- Gifts Ungiven
- Intuition
- Mystical Tutor
- Narset, Parter of Veils
- Rhystic Study
- Thassa's Oracle
- Black
- Ad Nauseam
- Bolas's Citadel
- Braids, Cabal Minion
- Demonic Tutor
- Imperial Seal
- Necropotence
- Opposition Agent
- Orcish Bowmasters
- Tergrid, God of Fright
- Vampiric Tutor
- Red
- Gamble
- Jeska's Will
- Underworld Breach
- Green
- Crop Rotation
- Biorhythm
- Gaea's Cradle
- Natural Order
- Seedborn Muse
- Survival of the Fittest
- Worldly Tutor
- Multi-Colored
- Aura Shards
- Coalition Victory
- Grand Arbiter Augustin IV
- Notion Thief
- Colorless
- Ancient Tomb
- Chrome Mox
- Field of the Dead
- Glacial Chasm
- Grim Monolith
- Lion's Eye Diamond
- Mana Vault
- Mishra's Workshop
- Mox Diamond
- Panoptic Mirror
- The One Ring
- The Tabernacle at Pendrell Vale
Legal Sets
- This format allows cards to be played from all Magic sets (with the exception of those from the banned card list).
Banned / Restricted Cards
- 25 cards with the Card Type “Conspiracy.”
- 9 cards that reference "playing for ante."
- Cards whose art, text, name, or combination thereof that are racially or culturally offensive are banned in all formats. This list is a work in progress.
- Invoke Prejudice
- Cleanse
- Stone-Throwing Devils
- Pradesh Gypsies
- Jihad
- Imprison
- Crusade
- All cards that bring a sticker or an Attraction into the game are banned.
- Lutri, the Spellchaser - only banned as a companion.
- Ancestral Recall
- Balance
- Black Lotus
- Chaos Orb
- Channel
- Dockside Extortionist
- Emrakul, the Aeons Torn
- Erayo, Soratami Ascendant
- Falling Star
- Fastbond
- Flash
- Golos, Tireless Pilgrim
- Griselbrand
- Hullbreacher
- Iona, Shield of Emeria
- Karakas
- Jeweled Lotus
- Leovold, Emissary of Trest
- Library of Alexandria
- Limited Resources
- Mana Crypt
- Mox Emerald
- Mox Jet
- Mox Pearl
- Mox Ruby
- Mox Sapphire
- Nadu, Winged Wisdom
- Paradox Engine
- Primeval Titan
- Prophet of Kruphix
- Recurring Nightmare
- Rofellos, Llanowar Emissary
- Shahrazad
- Sundering Titan
- Sylvan Primordial
- Time Vault
- Time Walk
- Tinker
- Tolarian Academy
- Trade Secrets
- Upheaval
- Yawgmoth's Bargain