Special Rules
This section covers special rules and mechanics unique to the Commander format.
Contents
- Multiplayer Politics - Voting, deals, and social mechanics
- Partner Commanders - Commander partners and related mechanics
- Commander Ninjutsu - The Commander Ninjutsu mechanic
- Commander Death Triggers - How commander death and zone changes work
- Commander-Specific Cards - Cards designed specifically for Commander
Commander-Specific Rules
The special rules section covers Commander-specific rules that are unique to the format:
Partners and Backgrounds
Partner mechanics allow players to have two commanders. There are several forms:
- Universal Partners: Any two commanders with "Partner" can be paired
- Partner With: Specific cards that can only partner with their named counterpart
- Background: Legendary creatures that "can have a Background" as a second commander
- Friends Forever: A variant of Partner that allows pairing any two "Friends Forever" cards
See Partner Commanders for implementation details.
Commander Ninjutsu
Commander Ninjutsu is a variant of the Ninjutsu mechanic that allows a commander to be put onto the battlefield from the command zone by returning an unblocked attacker to hand. This mechanic is currently only found on one card: Yuriko, the Tiger's Shadow.
See Commander Ninjutsu for implementation details.
Commander Death and Zone Changes
In Commander, when a commander would change zones, its owner can choose to move it to the command zone instead. Special rules govern how this interacts with "dies" triggers and other zone-change abilities.
See Commander Death Triggers for implementation details.
Commander-Specific Cards
Many cards have been designed specifically for the Commander format, including:
- Cards that reference the command zone directly
- Cards with mechanics only found in Commander products (Myriad, Lieutenant, etc.)
- Cards that affect the Commander tax
- Cards designed for multiplayer political play
See Commander-Specific Cards for implementation details.
Multiplayer Politics
Commander is often played as a multiplayer format, and certain mechanics are designed for multiplayer interactions:
- Voting mechanics
- Deal-making abilities
- Group effects that affect all players
- Incentives and deterrents for attacking
See Multiplayer Politics and Politics Testing for implementation details.
Related Mechanics
Some Commander-specific mechanics interact with other systems:
- Commander Damage - For tracking commander combat damage
- Command Zone - For commander zone transitions
- Commander Tax - For additional costs to cast commanders
- Color Identity - For deck construction restrictions
Testing Special Rules
The tests directory contains test cases for verifying the correct implementation of special Commander rules and edge case handling.