mtg rules for commander decks

"Mastering Magic's Commander Decks: Essential MTG Rules"

By Emily White
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The Magic: The Gathering (MTG) format of Commander, also known as EDH (Elder Dragon Highlander), is a popular and inclusive way to play the game, offering a unique blend of strategy, storytelling, and communal fun. Commander decks are built around a single legendary creature, with a focus on ramping, synergies, and powerful spells.

Commander is not just a format; it's an experience. The relaxed pace, the focus on customization, and the social aspect make it a favorite among MTG players. But before you dive in, let's explore the rules that govern Commander decks and gameplay.

Deck Construction

Understanding Commander deck construction is key to enjoying the format. Here's what you need to know:

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Commander

A Commander deck must have exactly one hundred cards. The legendary creature that leads your deck is your Commander. Your Commander is your deck's namesake and often sets the tone for your strategy.

Your Commander starts the game at the helm, but they're not immune to removal spells. If your Commander leaves the battlefield, you'll need to get them back to continue playing. There are numerous ways to do this, from recursion spells to graveyard hate.

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Banned Cards

Certain cards are banned in Commander to maintain the format's balance and fun factor. These cards, when used judiciously, can make your deck extremely powerful, and even oppressive. The banlist is reviewed and updated periodically, so it's always a good idea to check the latest list.

Some cards are banned because they are overpowered or too ambiguous. Others, like Sol Ring and Sign in Blood, are banned because they allow commanders to start the game with too much mana or too much card advantage. Knowing the banlist is crucial to building your Commander deck.

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Gameplay

.Commander games are typically played in a multiplayer setting, with each player commanding their own army. The goal is to reduce each opponent's life total to zero, ensuring your Commander remains standing as the ultimate victor.

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Starting the Game

Commander games start with all players at 30 life, which is higher than standard MTG games. This higher life total reflects the format's slower pace and emphasis on strategic, long-term planning.

Each player draws seven cards from their sixty-card library, randomly selects a starting hand of six cards, and then shuffles their remaining cards into their library. The first player is chosen randomly and the game begins with the 'play' phase.

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Mulligans and Mythic Rares

Unlike other MTG formats, Commander allows for 'Vancouver Mulligans,' named after the city where the rules first popularized. If you're unhappy with your opening hand, you can shuffle it back into your library and draw one fewer card.

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Additionally, Commander games may feature Mythic Rares. These powerful and unique cards can significantly impact the game, but they're also rare—hence the name. They're like icing on the cake, adding a touch of unpredictability and excitement to the game.

Winning the Game

Commander is a unique format in that it allows for multiple paths to victory. Of course, you can still win through traditional combat or card advantage. But you might also win by entombing your opponents' graveyards, milling their libraries, or turning their creatures into 0/0s.

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The ultimate goal is to reduce each opponent's life total to zero. However, it's important to remember that Commander is more than just a game; it's an experience. It's about the journey, the camaraderie, and the shared love of MTG. So, even if you lose, there's always next game!

Embracing the unique rules and strategies of Commander is part of the fun. Whether you're a seasoned veteran or a MTG newcomer, there's always more to learn and explore in this engaging format. So, gather your friends, build your deck, and let the good times roll. Happy gaming!

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