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.
| Aspect | Casual two-player learning game | Usual multiplayer Commander |
|---|---|---|
| Players | Two | Usually four |
| Starting life | 20 | 40 |
| Deck | Agree a list, for example 60 cards | Exactly 100 including commanders |
| Copies | Depends on agreed construction rules | One per name, except basics and exceptions |
| Card leading the plan | Not required | Commander in the command zone |
| Social preparation | Agree what to play | Agree 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.
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?
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.
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.




