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Using Your Commander






Magic: The Gathering—Commander (2015 Edition) Release Notes

Compiled by Matt Tabak, with contributions from Laurie Cheers, Carsten Haese, Eli Shiffrin, Zoe Stephenson, and Thijs van Ommen

Document last modified July 31, 2015

 

The “General Notes” section includes release information and explains the mechanics and concepts in the set.

 

The “Card-Specific Notes” section contains answers to the most important, most common, and most confusing questions players might ask about cards in the set. Items in the “Card-Specific Notes” section include full card text for your reference. Not all cards in the set are listed. Notably, none of the cards that have been released in previous Magic products are listed.

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GENERAL NOTES

 

Release Information

 

The Magic: The Gathering —Commander (2015 Edition) release consists of five different game packs. Each game pack contains a deck with 100 cards plus an oversized foil commander card. The five decks are “Call the Spirits, ” “Seize Control, ” “Plunder the Graves, ” “Wade into Battle, ” and “Swell the Host.”

 

Release date: November 13, 2015

 

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New Cards and Format Legality

There are fifty-six cards within the Magic: The Gathering —Commander (2015 Edition) decks that are completely new to the Magic game. These cards are legal for play in the Commander, Vintage, and Legacy formats only. They aren’t legal for play in the Standard or Modern formats.

 

The other cards in this release are legal for play in any format that already allows those cards. That is, appearing in this release doesn’t change a card’s legality in any format.

 

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What Is Commander?

 

Created and popularized by fans, Commander is a casual format in which each player’s deck is led by the legendary creature of his or her choice. It’s usually played in casual Free-for-All multiplayer games, although two-player games are also popular. Each player starts at 40 life. Each deck contains exactly 100 cards, including a legendary creature chosen as the deck’s commander. Commander is also a “singleton” format: other than basic lands, each card must have a different English name.

 

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Using Your Commander

The legendary creature card chosen as your deck’s commander plays a prominent role in games, often appearing on the battlefield multiple times.

 

* Your commander begins the game in the command zone, a game area created for the Commander format and now also used for nontraditional Magic cards (including plane, scheme, and conspiracy cards) and for emblems created by planeswalkers. The other ninety-nine cards are shuffled and become your library.

 

* You may cast your commander from the command zone. Each time you do, it costs {2} more to cast for each time you previously cast it from the command zone that game.

 

* If your commander would be exiled or put into your hand, graveyard, or library from anywhere, you may choose to put it into the command zone instead.

 

Your commander’s color identity determines the other cards that can be in your deck. A card’s color identity includes its color, as defined by its mana cost or color indicator, and the colors of any colored mana symbols in the rules text.

 

* Color identity is established before the game begins and doesn’t change during the game, even if your commander becomes a different color.

 

* During the game, if mana that isn’t a color in your commander’s color identity would be added to your mana pool, that much colorless mana is added to your mana pool instead.

 

In addition to the normal rules regarding winning and losing the game, the Commander format has one other rule: A player who has been dealt 21 or more combat damage by the same commander over the course of the game loses the game.

 

* Players should keep track of combat damage dealt to them by each commander over the course of the game.

 

* This rule includes a player’s own commander, which can deal combat damage to its owner if the commander is controlled by another player or if combat damage gets redirected to that player.

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