Commander
Magic's most popular way to play — a social, multiplayer format where you build a 100-card singleton deck led by a legendary commander.
- Deck size
- 100 cards, singleton
- Players
- Usually 4 (multiplayer)
- Starting life
- 40
- Commander damage
- 21 from one commander
- Banlist by
- WotC + Commander Format Panel
Commander, also known as Elder Dragon Highlander (EDH), is the most popular format in all of Magic: The Gathering. Each player chooses a legendary creature to serve as their commander, then builds a 100-card deck around it. The format is almost always played in multiplayer free-for-all pods, typically of four players, which makes it a deeply social experience focused on big plays, politics, and memorable game states rather than tight competitive lines.
The defining rules are what give Commander its character. Decks are singleton, meaning only one copy of each card is allowed aside from basic lands. Your commander sits in a special zone called the command zone and can be cast from there at any time; each time it returns to the command zone, it costs an extra two mana to recast (the "commander tax"). Crucially, your deck may only contain cards whose color identity matches your commander's, a rule that shapes deckbuilding from the ground up. Players start at 40 life instead of 20, and a player who takes 21 or more combat damage from a single commander loses the game.
Because games are longer and start with 40 life, Commander rewards powerful, splashy strategies. Common archetypes include voltron decks that suit up the commander to deal lethal commander damage, go-wide token swarms, lifegain and aristocrats builds, spellslinger and combo decks, big-mana ramp into giant threats, and value-grinding control. Multiplayer politics add a unique layer: temporary alliances, deal-making, and threat assessment matter as much as raw card power.
Commander is beloved for its accessibility and flexibility. You can play with preconstructed decks straight out of the box, brew on any budget from casual to high-powered, and enjoy near-endless deckbuilding variety thanks to the singleton rule. It is ideal for players who value creativity, social interaction, and self-expression over cutthroat competition. The community also embraces 'Rule 0' conversations, where a pod agrees on power level and house rules before the game to ensure everyone has fun.
Format management has evolved recently. For most of its history Commander was governed by an independent Commander Rules Committee, but in 2024 Wizards of the Coast took over official oversight of the format's rules and banned list, working with a Commander Format Panel of community members. The banned list is intentionally small, targeting cards that warp social multiplayer games — fast mana, oppressive lock pieces, and the like — to keep the format healthy, fun, and welcoming.
Top archetypes
Staple cards
FAQ
- What is color identity in Commander?
- A card's color identity is all the colored mana symbols in its cost and rules text. Every card in your deck must fall within your commander's color identity, so a blue-white commander can only run cards that are blue, white, or colorless.
- How does commander damage work?
- In addition to the normal 40-life total, you also lose if you take 21 or more combat damage from a single commander over the course of the game. This rule keeps powerful 'voltron' commanders as a viable win condition.
- Do I need an expensive deck to play Commander?
- No. You can start with a ready-to-play preconstructed Commander deck, and the singleton rule means you only need one of each card. Budget brews are common, and many pods agree on a shared power level beforehand to keep games fair.











