Formats

What Is Commander? Magic’s Most Popular Format

What Is Commander? Magic’s Most Popular Format
Commander, also called EDH, is a way to play Magic with exactly 100 cards including the commander, usually four players and 40 starting life. Its appeal is building around one card and agreeing on an experience everyone enjoys.

What is Commander and how does it differ from Magic?

Commander uses Magic’s basic rules: lands, mana, spells, combat and turns. It adds a commander starting in the command zone and restricts construction by colour identity. It is not a separate game.

AspectCasual two-player learning gameUsual multiplayer Commander
PlayersTwoUsually four
Starting life2040
DeckAgree a list, for example 60 cardsExactly 100 including commanders
CopiesDepends on agreed construction rulesOne per name, except basics and exceptions
Card leading the planNot requiredCommander in the command zone
Social preparationAgree what to playAgree power, combos and game experience

If you have never played Magic, start with an explained first game. If you know the rules and want Commander, see the practical guide with opening hands and mulligans.

What the commander does

You normally choose a legendary creature. Some cards allow other options or two commanders under specific conditions. With one, the remaining deck is 99 cards; with two, 98.

Cast the commander from the command zone respecting when that card may be cast. This does not let every commander be played on opponents’ turns.

Each command-zone cast costs {2} extra per previous cast from there that game. Returning there costs no mana itself, and tax is not counted by deaths.

Colour identity: more than the card’s background

Colour identity considers, among other elements, mana symbols in costs and rules text; reminder text does not count. Every card’s identity must fit within its commanders’. Lands also have restrictions to check.

A red-green commander therefore does not allow a card with a blue symbol in an ability just because its cost looks compatible. Check your first list in a card database and consult the official Commander rules.

Winning and commander damage

Whoever makes everyone else lose wins, using Magic’s conditions. Additionally, a player loses after taking 21 or more combat damage from the same commander during the game.

Track each commander separately; gaining life does not erase it. Noncombat ability damage does not count. Your own commander can count if another player controls and attacks you with it.

Does Commander suit you?

  • It may suit you: you want group play, building around a favourite card and learning interactions with help.
  • Discuss first: you need very fast games, do not know basic rules yet or your group has very different power levels.
  • No need to buy blindly: try a borrowed deck and ask what usually happens in that group’s first games.
No single duration or budget guarantees balance. Decks, card knowledge and table expectations all matter.

Brackets and the pregame conversation

Brackets are an optional tool to describe a deck’s experience. Check Wizards’ current explanation, as guidelines and the Game Changers list may change.

More useful than a number alone is answering:

  • Can your deck win very early? How?
  • Does it run infinite combos, extra turns or strategies preventing others playing?
  • Are you seeking competition or a learning game?
  • Does anyone need cards and decisions explained?
Deck price neither replaces that conversation nor proves a bracket classification.

What you need to start

You need a legal 100-card deck, a way to track life and commander damage, and a table accepting your desired experience. Sleeves and dice help, but cannot fix an incomplete list.

To build, use our Commander deckbuilding guide. To compare lists, browse budget Commander decks.

Current availability: starter packs and prebuilt decks are temporarily unavailable to purchase. The catalogue is a reference; we accept custom Commander requests. This guide’s examples are educational, not an offer of a ready-to-ship deck.

For a commission, visit Custom Commander to define the proposal. To learn with a deck you own, continue to your first Commander game.

Rules reviewed: 4 September 2026. Reference: Magic Comprehensive Rules, section 903.