What is Commander in MTG? How to Play EDH
Commander (also called EDH — Elder Dragon Highlander) is the most popular way to play Magic: The Gathering. It's a multiplayer format where you build a 100-card deck around a legendary creature called your Commander. Every game is different, every deck is personal, and no two tables play the same way.
In this guide
What is Commander?
Commander is a singleton, multiplayer format for Magic: The Gathering. "Singleton" means you can only have one copy of each card in your deck (except basic lands). "Multiplayer" means you typically play with 3 or 4 players simultaneously, each with their own unique deck.
The format was invented by players in the early 2000s as a way to play casual, social games with interesting and personal decks. It was originally called Elder Dragon Highlander (EDH) because the first commanders were the Elder Dragons from Magic's early sets. Today it's officially supported by Wizards of the Coast and is the most played format at game stores worldwide.
What makes Commander special is that your Commander defines your deck's identity. If your Commander is a Goblin tribal lord, your deck floods the table with Goblins. If it's a graveyard value engine, you're milling and recurring creatures. The commander isn't just a card — it's the theme, the strategy, and the personality of your deck.
The Core Rules
Commander has a few key rules that make it different from other formats:
The Command Zone
Your Commander starts the game in a special zone called the Command Zone — not in your hand or deck. You can cast it from there at any time you could normally cast a creature spell.
When your Commander would go to the graveyard or be exiled, you can choose to send it back to the Command Zone instead. This means your Commander is always available — it can never be permanently removed from the game. However, each time you cast it from the Command Zone after the first, it costs 2 more mana (the "Commander Tax"). A Commander that naturally costs 4 mana costs 6 the second time, 8 the third time, and so on.
Some Commanders have Eminence — an ability that works even from the Command Zone without being cast. These are particularly powerful since you benefit from them the entire game for free.
Color Identity Explained
Your Commander's color identity determines which cards you can include in your deck. Color identity includes all mana symbols on the card — in the mana cost, rules text, and any other symbols.
For example, if your Commander is Aesi, Tyrant of Gyre Strait (Blue/Green), you can only include cards that are Blue, Green, or Colorless. You cannot include Red, White, or Black cards — even if they'd otherwise be useful.
This rule is fundamental to Commander — it means every deck is shaped by its Commander's colors, and choosing a Commander with the right colors for your strategy is one of the most important deck-building decisions you'll make.
How to Win
There are several ways to win a Commander game:
- Reduce all opponents to 0 life — the standard win condition. With 40 life per player and multiple opponents, this usually takes longer than other formats.
- 21 Commander damage — if your Commander deals 21 or more combat damage to a single player over the course of the game, that player loses — regardless of their life total. Each Commander tracks its damage separately per player.
- Poison counters — 10 poison counters still kills a player, same as other formats.
- Card effects — some cards have alternate win conditions (e.g. Thassa's Oracle, Felidar Sovereign). These work in Commander too.
- Mill — forcing an opponent to draw from an empty library causes them to lose the next time they need to draw.
Deck Building Basics
Building your first Commander deck can feel overwhelming. Here's a simple framework that works for almost any Commander:
The 10-by-10 Rule
As a starting point, aim for roughly 10 cards in each of these categories:
- Ramp (10) — cards that give you extra mana. Sol Ring, Arcane Signet, land ramp spells.
- Card draw (10) — cards that refill your hand. Phyrexian Arena, Harmonize, Rhystic Study.
- Removal (10) — cards that deal with opponents' threats. Swords to Plowshares, Beast Within, Doom Blade.
- Wrath effects (3–5) — board wipes that reset the game. Wrath of God, Blasphemous Act.
- Theme cards (30–35) — cards that support your Commander's strategy.
- Lands (36–38) — your mana base. Include enough basic lands to cast your Commander consistently.
Mana curve
Commander games go long — turns 7, 8, 9 are common. You can afford to include powerful high-cost cards. But you still need early plays to stay relevant. Aim for a mix of 2–3 mana plays, mid-game threats at 4–5 mana, and big finishers at 6+.
Budget
You don't need to spend a lot. A functional Commander deck can be built for $30–50. The most important investments are a few key ramp pieces (Sol Ring, Arcane Signet) and 2–3 powerful cards that support your Commander's theme. Everything else can be budget substitutes.
Your First Game — What to Expect
Commander games typically last 60–120 minutes for 4 players. The early game (turns 1–4) is usually spent ramping and setting up. The mid-game (turns 5–8) is where players start executing strategies and interacting. The late game is where things get explosive.
Politics are part of the game. With multiple opponents, you can negotiate, make deals, and direct the table's attention. "I won't attack you if you don't attack me" is a legitimate strategy. Reading the table and knowing when to act is half the skill of Commander.
Don't try to win too early. At a casual table, being the first player to show a dominant board state makes you the target of everyone else. Build steadily, keep a low profile, and make your move when others are already in conflict.
Common Questions
Do I need to know how to play Magic first?
Yes — Commander uses all the core Magic rules. You should know the basics of casting spells, combat, and the phases of a turn before jumping into Commander. But if you know how to play Magic, Commander is the best format to start with for a social experience.
Can I use any legendary creature as my Commander?
Almost. Any legendary creature can be your Commander. Some non-creature cards also say "can be your Commander" on them. Planeswalkers generally cannot be Commanders unless the card specifically says so.
What is a precon deck?
Wizards of the Coast releases pre-built Commander decks called "precons" — ready to play out of the box for around $40–50. They're a great way to start playing immediately without building from scratch. Each comes with a Commander and 99 cards already selected.
What does "cEDH" mean?
Competitive EDH. This refers to high-power Commander games played with the strongest possible decks, often winning on turns 3–5 through infinite combos. Most casual tables play far below this power level. If you're new, stick to casual pods.
How many lands should I have?
36–38 lands is standard for most Commander decks. If your deck has lots of ramp spells, you can go as low as 33–34. If your Commander costs 6+ mana, consider going to 38–40.
Can I have two Commanders?
Yes — if both cards have the "Partner" or "Partner with" ability, or the "Friends forever" ability, they can both be your Commanders. Your color identity is the combination of both cards' colors.
Ready to find your Commander?
Now that you know how Commander works, the most important step is choosing a Commander that matches how you want to play. Browse our guides below or use our AI tool to get an instant recommendation based on your playstyle.
Not sure where to start?
Describe how you want to play in your own words and our AI will recommend the perfect Commander for you instantly.
Find My Commander →