Commander Rules Reference

Commander · beginner

This is the full ruleset for the Commander format. For a gentler introduction, read Getting Started with Commander first.

Deck construction

The commander

Your commander must be one of:

Two special cases let you run two commanders:

When you run two commanders, your deck still totals 100 cards, including both.

Color identity

A card's color identity is every color in its mana cost and in its rules text (mana symbols, color words in abilities), counting both faces of double-faced cards. Hybrid and Phyrexian mana symbols count as their colors.

Every card in your deck must have a color identity that is a subset of your commander's color identity. A card with no colored symbols is colorless and fits in any deck. Basic lands you include should match your commander's colors.

Starting the game

The command zone and casting your commander

Commander damage

In addition to the normal loss conditions, a player who has been dealt 21 or more combat damage by a single commander over the course of the game loses. Damage from each commander is tracked separately, per source. See the Commander Damage page for detail.

Winning and losing

A player loses the game if they:

Plus any "you win" or "you lose" effects printed on cards. The last player remaining wins.

Mulligans

Commander uses the London mulligan. Draw 7, and if you do not like your hand you may mulligan: shuffle it back, draw 7 again, and then put a number of cards on the bottom of your library equal to the number of mulligans you have taken. See Mulligans & Game Setup.

Banned cards

The format has a banlist of cards not allowed in Commander decks. It is maintained by the Commander Format Panel. See The Commander Banlist, and check the dashboard's Rules section for the live list.

Source

Comprehensive Rules

More in Commander