8 minute read · Published August 10, 2026 · Reviewed August 19, 2026
Commander Rules: Command Zone, Damage & Color Identity
Commander (also called EDH) is Magic's most popular format, but it has its own set of rules layered on top of the base game. These rules live in section 903 of the Comprehensive Rules. This guide covers the official rules for commanders, the command zone, commander damage, and how multiplayer differs from a normal two-player game.
The Command Zone and Your Commander
Every Commander deck has a commander, normally a legendary creature card designated before the game. A card's own ability or another rule or effect can allow a different card to be designated as a commander (rule 903.3). The commander starts in the command zone, a game zone used for designated objects and certain effects.
You may cast your commander from the command zone whenever you normally could cast it, but you must pay an additional 2 generic mana for each time it has been previously cast from the command zone this game (rule 903.8). This is called the "commander tax." A commander that costs 4 mana on its first cast costs 6 on its second cast, 8 on its third, and so on.
If a commander would be put into its owner's hand or library from anywhere, its owner may put it into the command zone instead; this optional choice is a replacement effect, so a commander moved this way never enters the hand or library (rule 903.9). If a commander goes to a graveyard or exile, it reaches that zone first, so appropriate dies or zone-change abilities can trigger. The next state-based action check lets its owner move it to the command zone. Each command-zone choice is optional.
Commander Damage
If a player has been dealt 21 or more combat damage total by a single commander over the course of the game, that player loses the game (rule 903.10). This is tracked per-commander, per-opponent. If you deal 10 combat damage to player A and 11 combat damage to player B with your commander, neither has lost — you need 21 to the same player from the same commander.
Commander damage is only from combat damage, not damage from the commander's abilities or spells. A commander that says "deal 3 damage to target player" isn't dealing combat damage through that ability. A commander swinging into an opponent and connecting for 7 damage three times is tracking toward commander damage lethal threshold.
Commander damage tracking persists even if the commander changes hands or is stolen. If your commander is controlled by your opponent and deals you 21 combat damage over the game (including the damage it dealt while you controlled it), you lose. This is worth knowing in a game with Gilded Drake or Act of Treason effects.
Deck Construction Rules
Commander decks normally contain exactly 100 cards including the commander (rule 903.5). Commander uses the multiplayer mulligan rule: the first mulligan is free, and each later London mulligan increases by one the number of cards that player puts on the bottom of their library after keeping a seven-card hand. A playgroup can agree to a different casual procedure, but repeated free mulligans are not the default rule.
The color identity rule is one of Commander's most important deckbuilding constraints. A card's color identity includes colors in its mana cost and color indicator, colors defined by characteristic-defining abilities, and colored mana symbols in its rules text, while ignoring reminder text (rule 903.4). A hybrid {W/U} symbol contributes both white and blue to color identity.
A card's color and its color identity are not the same thing. Thought-Knot Seer, Eldrazi Temple, and Skullclamp have colorless identities because they contain no characteristic that contributes a color to identity. By contrast, a card with devoid is colorless in the game but can still have colored mana symbols that make its Commander color identity colored.
Multiplayer Rules That Change the Game
Commander is normally played with four players in a free-for-all format. The turn order is determined randomly at the start and players take turns clockwise. When a player leaves the game, objects they own leave with them, effects giving them control of objects end, noncard objects they control on the stack cease to exist, and any other objects they still control are exiled (rule 800.4). The game then continues with the remaining players.
The rule about each opponent starting the game means multiplayer games start with everyone at 40 life (in Commander). Poison counters still win at 10, regardless of starting life total. Infect and toxic work normally — ten poison counters loses the game for any player who accumulates them.
State-based actions check for each player individually. If multiple players would lose simultaneously, all of them lose simultaneously (rule 800.6). If a player would draw from an empty library and another player would go to 0 life from the same combat damage step, both check simultaneously and both players lose.
Common Commander Rule Clarifications
Rule zero discussions — where a playgroup agrees to modify rules before the game — are not part of the Comprehensive Rules but are widely recognized in casual play. House targeting restrictions, community tier lists, and playgroup-specific card agreements are social contracts rather than rules in the current Wizards-published Commander format.
The Comprehensive Rules do not list banned cards; they establish the format's mechanical rules. Current Commander legality and banned-card information is published by Wizards of the Coast. Verify the latest official format page or a current legality database such as Gatherer or Scryfall rather than relying on an older list.
The concept of "partner" commanders — where two legendary creatures with the partner keyword can both serve as co-commanders — is covered in rule 903.3b. Partner commanders both start in the command zone, and both can be cast from there. Both can appear in the command zone simultaneously if both are returned there. The color identity of a partner pair is the union of both commanders' color identities.
Source and verification
This explanation is based on the Magic: The Gathering Comprehensive Rules sections cited in the article. Card-specific Oracle text and rulings should be checked against an official card database. At a sanctioned event, ask the event judge for the ruling that applies to the current game.
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