Commander (EDH): the rules explained
The most popular format: social, usually with 3-4 players.
- Deck
- 100 cards, every card unique (singleton), 1 legendary creature as commander.
- Card pool
- Almost every card ever printed.
- Notable
- You start with 40 life; cards may only be in the colors of your commander (color identity).
Rules that differ from the basics
- A 100-card singleton deck: aside from basic lands, every card may appear only once.
- You choose exactly 1 legendary creature as your commander; it starts in the command zone.
- Color identity: your deck may only contain cards in your commander's colors (mana symbols in the card text count too).
- You start with 40 life instead of 20.
- With more than 2 players, your first mulligan is free: you don't put a card on the bottom for it.
- Commander damage: if you take 21 total combat damage from a single commander, you lose immediately.
- Command zone: you may cast your commander from there. Each time after that it costs {2} more (commander tax). If it dies or gets exiled, you may send it back to the command zone.
- Usually played with 3-4 players, so lots of negotiating and alliances.
Who is it for?
The easiest way to play casually with friends. Ready-made "precon" decks make getting started simple, and from there you slowly upgrade. Games last longer and revolve around fun, memorable moments instead of pure winning.
Getting started with Commander
The easiest way in is a precon: a preconstructed Commander deck built around one commander and ready to play out of the box. Wizards releases new ones every year, and they're roughly balanced against each other, so they're fair matches for other precons at the table. It's one of the cheapest ways to own a complete, balanced deck in any format. Pick one whose commander and colors appeal to you; playstyle matters more than raw power at this stage.
Commander is played almost everywhere: around the kitchen table with friends, at Commander nights in local game stores, and online through webcam play on SpellTable. Before a game it's normal to talk briefly about how strong your decks are, often using the official brackets, so everyone ends up in a fair game. Upgrading comes later: swap a few cards at a time instead of buying a whole new deck.
Building a Commander deck
A Commander deck is exactly 100 cards, including your commander. Apart from basic lands, every card can appear only once. Your commander is usually a legendary creature; legendary Vehicles and Spacecraft with a power/toughness box, and cards that say they can be your commander, can lead a deck too. Partner and backgrounds even let you run two commanders. Every card must fit within your commander's color identity. There's no sideboard, and you play single games, not best-of-three.
Most decks run 36 to 38 lands, plus around 10 cards that make extra mana, such as mana rocks or ramp spells. Add roughly 10 sources of card draw and 8 to 10 ways to remove threats, including a few that clear everything at once. That leaves about 30 to 35 cards that actually do what your deck is about. Treat those numbers as a starting point, not a law.
Keep your mana curve lower than you'd think. With 40 life and three opponents, games last longer, but a hand full of six-drops still does nothing for the first five turns. A first homebrew usually starts from a precon or a commander you love, and gets better by cutting the cards that never seem to do anything.
Common mistakes
- Too few lands. Cutting a land for one more fun spell feels good while building, and terrible when you're stuck on three lands on turn six.
- No interaction. A deck that only does its own thing has no answer when someone else takes over the table. Keep removal and a few board wipes in, even in a casual deck.
- Skipping the power level talk. Bringing a tuned combo deck to a table of precons, or the other way around, makes the game unfun for everyone. Use the brackets or a quick chat before the first game.
- Attacking the wrong player. In multiplayer it's tempting to hit whoever is easiest to hit. Keep an eye on who's actually closest to winning.
Frequently asked questions
- How many lands in a Commander deck?
- Most decks play 36 to 38 lands. With plenty of ramp or a very low mana curve, you can go down to around 33 to 35.
- Can I play cards that aren't in my commander's colors?
- No. Every card must fit your commander's color identity, and mana symbols in the rules text count too. Colorless cards fit in every deck.
- Where's the Commander ban list?
- Wizards of the Coast manages Commander and publishes the ban list on the Banned and Restricted page at magic.wizards.com. The brackets and the Game Changers list are separate and help groups pick decks of similar strength.
- Can I use proxies in Commander?
- Many casual groups allow proxies if everyone agrees, so ask before the game. They're not allowed at official, sanctioned tournaments.
Playing Commander at the table? The Commander life counter tracks 40 life, commander damage and poison for 2–6 players.
How strong is your deck? Read about the Commander brackets and Game Changers.
Starting with a precon? See what the newest Commander precons are worth, card by card, in euros.
Other formats
StandardPioneerModernPauperLegacyVintageOathbreaker
See which of your cards are Commander-legal →
Last updated: 26 October 2026