Partner
Keywords · intermediate
Partner -- you can have two commanders if both have partner. Their combined color identity sets your deck's color identity.
How it works
- Both partners go in the command zone at game start.
- Both pay commander tax independently.
- Combined color identity governs deckbuilding -- a R/G partner + a U/W partner unlocks four-color Bant + Gruul = WUBR? No -- just the two combined identities (R, G, U, W in this case).
- Commander damage is tracked per commander, per player -- 21 from either kills the player.
Variants
- Partner with [Name]: a more restricted form. The named pairing is the only allowed partner. Pir, Imaginative Rascal / Toothy, Imaginary Friend.
- Choose a Background: a creature with this ability can be paired with a Background enchantment, which then also functions as a commander.
- Friends forever (Adventures in the Forgotten Realms): same idea as partner, separate keyword to limit pool.
Common interactions
- Partner pairs unlock unusual color combinations and dual win cons.
- Tutor up the second partner can be slow without a way to fetch a commander -- some decks lean on Wizardly Hour / Imperial Recruiter etc.
- Bracket impact: most partners are fine in B2; some specific pairs (Tymna + various) lean B3+.
Rule reference
[702.124]