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Deck Construction Rules

1. Players choose a legendary creature as the commander for their deck. 

2. A card’s color identity is its color plus the color of any mana symbols in the card’s rules text. A card’s color identity is established before the game begins, and cannot be changed by game effects. The cards in a deck may not have any colors in their color identity which are not in the color identity of the deck’s commander.

3. A Commander deck must contain exactly 100 cards, including the commander. If you’re playing a companion, it must adhere to color identity and singleton rules. While it is not part of the deck, it is effectively a 101st card.

4. With the exception of basic lands, no two cards in the deck may have the same English name. Some cards (e.g. Relentless Rats) may have rules text that overrides this restriction.

Play Rules

5. Players begin the game with 30 life.

6. Commanders begin the game in the Command Zone. While a commander is in the command zone, it may be cast, subject to the normal timing restrictions for casting creatures. Its owner must pay for each time it was previously cast from the command zone; this is an additional cost.

7. If a commander is in a graveyard or in exile and that card was put into that zone since the last time state-based actions were checked, its owner may put it into the command zone. If a commander would be put into its owner’s hand or library from anywhere, its owner may put it into the command zone instead. This replacement effect may apply more than once to the same event.

8. Being a commander is not a characteristic [MTG CR109.3], it is a property of the card and tied directly to the physical card. As such, “commander-ness” cannot be copied or overwritten by continuous effects. The card retains it’s commander-ness through any status changes, and is still a commander even when controlled by another player.

9. If a player has been dealt 21 points of combat damage by a particular Commander during the game, that player loses a game.

10. Parts of abilities which bring other traditional card(s) you own from outside the game into the game (such as Living Wish; Spawnsire of Ulamog; Karn, the Great Creator; Wish) do not function in Commander.

11. Players start each with seven (7) cards in hand. But in case you choose to start with more than one commander the starting hand size changes as following:

* If a player uses more than one commander then he or she draws seven (7) cards and puts X cards in the bottom of their library in any order, where X is 1 plus the number of mulligans taken.

- This way if players start the game with two (2) cards and choose to take no mulligans, X will be one (1) and the player will have to put a single card from their hand on the bottom of their library. If they choose to mulligan once the number of cards put on the bottom of their library will be two (2) and so on in the same way for more mulligans.

12. Commander Swap Rules

- After each game players decide if they want to keep using the same commander or swap for another.
- Players decide at the same time not knowing if their opponent is choosing to change or not. Each player shuffle his or her commander(s) into his or her deck and present either the same one(s) or new commander(s) from the same deck before each following game begins during each round.To ensure the information is not revealed both players place their commander face down and flip them up as the next game starts.
- If you choose to swap, your previous commander is shuffled into your library. The color identity of your deck has to remain the same. For Example: If you start with a Dragonlord Ojutai (UW) as your commander, you can only swap to other commanders with UW identity, making Geist of Saint Traft a legal option and Vendilion Clique (U) illegal.
- Players cannot swap to commanders that are on the Banned as Commander List
- Players are allowed to swap from a single commander to having two in the case of partners and vice-versa.

13. The required minimum time limit for any match is 45 minutes.

The following time limits are recommended for each round of a tournament:
- Swiss rounds - 50-55 minutes
- Single-elimination quarterfinal or semifinal matche - 90 minutes
- Single - elimination final matches - no time limit


Get fun!

and more fun!! ;)

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