Commander Format Rules

Overview

Commander (formerly known as Elder Dragon Highlander or EDH) is a multiplayer variant of Magic: The Gathering with special rules defined in section 903 of the Magic: The Gathering Comprehensive Rules.

Core Rules

  1. Deck Construction (rule 903.5)

    • 100-card singleton format (only one copy of each card except for basic lands)
    • Deck can only include cards that match the color identity of the commander
    • Color identity includes all colored mana symbols in the card's cost, rules text, and color indicator
  2. Commander Card (rule 903.3)

    • Each player designates a legendary creature as their "commander"
    • The commander is placed in the command zone at the start of the game
    • Partner commanders and Background mechanics allow for special exceptions
  3. Life Total (rule 903.7)

    • Players start with 40 life (instead of the standard 20)
  4. Command Zone Mechanics (rules 903.8, 903.9)

    • Commanders start in the command zone
    • Commanders can be cast from the command zone for their mana cost, plus an additional {2} for each previous time they've been cast from the command zone ("commander tax")
    • If a commander would be put into a library, hand, graveyard, or exile, its owner may choose to move it to the command zone instead
  5. Commander Damage (rule 903.10)

    • A player who has been dealt 21 or more combat damage by the same commander loses the game
  6. Banned Cards (rule 903.11)

    • The Commander format has its own banned list maintained by the Commander Rules Committee

Additional Rules

  1. Multiplayer Rules

    • Standard multiplayer rules apply (first player doesn't draw, etc.)
    • Free-for-all, attack-anyone format unless playing with teams
  2. Color Identity

    • A card's color identity includes all mana symbols in its cost and rules text
    • Cards in a player's deck must only contain mana symbols that appear in their commander's color identity
    • Basic land types implicitly have the corresponding mana symbol in their identity
  3. Replacement Commander

    • In casual play, if a player's commander would be put into a library, hand, graveyard or exile from anywhere, that player may put it into the command zone instead

These rules create a unique gameplay experience that emphasizes multiplayer interaction, powerful cards, and distinctive deck construction constraints.