Can you play cards from outside the game in Commander?
No, cards that say "outside the game" (like Wishes) generally do not work in Commander by default because Commander doesn't use a sideboard; however, it's a casual format, so you and your playgroup can agree on house rules, like creating a sideboard or "wishboard," to allow them, though officially they are non-functional unless the card itself specifies otherwise (like some companions).Can you use cards from outside the game in Commander?
This rule has been updated to clarify that except via rules, special actions, and effects that specifically bring cards from outside the game into Commander games (such as the companion ability and rules), traditional cards from outside the game cannot be brought into Commander games.Can you play cards outside of your Commander's color identity?
Color identity forms one of the key deck construction rules for Commander formats as players are not allowed to use any card whose color identity is not included in the color identity of their commander.Can you use cards from any set in Commander?
Players are only allowed one of each card in their deck, with the exception of basic lands, but they can use cards from throughout Magic's history.What does "from outside the game" mean in MTG?
An object is outside the game if it isn't in any of the game's zones. Outside the game is not a zone. If you're dueling under tournament conditions, "outside the game" means your sideboard. If you're keeping it casual, "outside the game" means your collection.Back to the Basics - Exile
Are display commanders legal?
They are not tournament legal and are simply the display commanders. Same size as MTG standard cards though much thicker. All Display commanders come in foil.What is the rule 104.3 in Magic?
Magic: The Gathering Rule 104.3 outlines the various ways a player can lose the game, including conceding at any time (104.3a), dropping to 0 or less life (104.3b), drawing from an empty library (104.3c), getting ten or more poison counters (104.3d), or specific card effects (104.3e). A key aspect is 104.3a, allowing players to concede immediately, while 104.3f states that if a player would both win and lose simultaneously, they lose the game.Is 40 lands too much Commander?
No, 40 lands isn't too much for Commander; it's often the standard starting point, especially for beginners or decks with higher mana costs, though experienced players often run 36-39 lands, reducing that number with plenty of mana ramp, card draw, and specific land-focused strategies. The ideal number depends heavily on your deck's strategy, mana curve, and inclusion of mana rocks and draw spells, with "lands matter" decks potentially needing 40+ and aggressive low-curve decks sometimes running fewer.What is the point of playing EDH?
The main consensus is that EDH is a fun multiplayer past time, where you can test your jank. You do not play to win, you play to see how your deck interacts with itself and with the others most of the time.What are MTG's most powerful cards?
- Certainly the fast mana—Chrome Mox, Grim Monolith, and Mana Vault are all contenders. Fast mana has always had a history of being the strongest cards in Magic.
- The combo pieces. ...
- The oppressive effects, like Trinisphere or CotV.
What is the weakest color in Commander?
There's no single "worst" color in Commander, as it shifts with new sets, but Red and Mono-White are frequently cited as the weakest due to limitations in ramp, card draw, and interaction, though Red's speed and White's removal/token strategies have strengths, while Blue has also faced criticism for struggling with board presence in multiplayer. Red struggles with consistent card draw and dealing with enchantments, while Mono-White historically lacked draw but has improved, though still struggles with explosive wins without other colors, notes TCGplayer and YouTube.Is MB2 legal in Commander?
These cards are legal in Commander, Legacy, and Vintage. They are not legal in the Standard or Modern formats. Go to Magic.Wizards.com/Formats for a complete list of formats and their permitted card sets and banned lists. Go to Magic.Wizards.com/Commander for more information on the Commander variant.Can I let my Commander go to the graveyard?
If your commander moves to the graveyard or exile, you may choose to put it into the command zone as a state-based action upon it entering said zone; therefore, abilities that trigger when a creature dies or is exiled work as normal when a commander dies or is exiled, but the commander will still end up in the command ...What are the rules for a Commander deck?
A Commander deck must contain exactly 100 cards, including the commander. If you're playing a companion, it must adhere to color identity and singleton rules. While it is not part of the deck, it is effectively a 101st card. With the exception of basic lands, no two cards in the deck may have the same English name.Are unglued cards legal in Commander?
Set Name: Unglued, Legal in Commander, 5 cards | Magic: The Gathering.What is the 8x8 rule in EDH?
The EDH 8x8 Rule, or 8x8 Theory, is a popular deckbuilding guideline for Magic: The Gathering's Commander format, suggesting you build your 100-card deck (including your Commander) by dividing the non-land slots into eight categories, each containing eight synergistic cards, plus 35-36 lands. It's a structural framework, not a strict rule, designed for consistency by grouping effects like ramp, draw, removal, and personal themes, helping players create a solid rough draft before tuning it for their specific commander.Is playing MTG good for your brain?
Yes, playing Magic: The Gathering (MTG) is good for your brain, as it provides a significant mental workout by boosting skills in strategic thinking, problem-solving, planning, decision-making, and resource management, while also improving focus, math, and reading comprehension. It encourages long-term planning, risk assessment, and adapting to new information, similar to real-life problem-solving, and can even help with emotional regulation and building resilience by learning from losses.Why are cards banned in EDH?
Cards whose art, text, name, or combination thereof that are racially or culturally offensive are banned in all formats.What is the perfect Commander deck ratio?
There's no single "good" Commander ratio, but a strong starting point for a 100-card deck balances lands, ramp, card draw, interaction, and themed cards, often around 36-38 lands, 10-12 ramp, 8-10 draw, 10-12 interaction (removal/wipes), and 25-30 theme/win condition cards, adjusting based on your commander and strategy (e.g., more creatures for creature decks, fewer lands if you have heavy ramp).What is a good mana curve for a Commander?
Looking at the optimal mana curves, it appears that the two, three and four-mana slots are where the majority of your spells should be. A limited number of one-mana and five-plus-mana spells are good as well, but having a balanced mixture of two, three and four-drops is most important.What is rule zero in Magic?
In Magic: The Gathering, especially Commander, Rule 0 refers to an unofficial, pre-game discussion where players agree on "house rules" or desired experiences, modifying the standard rules to ensure everyone has fun, by discussing power levels, banned cards, combos, or specific playstyles (like no land destruction) before the game starts. It's about aligning expectations so the game matches what the group wants, whether that's super casual or more competitive, by agreeing to bend official rules if needed.Why don't people play standard MTG?
People play less Standard because it's often expensive, has recurring balance issues leading to frequent bannings, suffers from stale or repetitive gameplay (especially early turns), and faces strong competition from more popular, non-rotating formats like Commander and Modern, with Wizards' shifting focus towards digital (Arena) and casual play not always aligning with traditional paper players' needs.Is slow playing ever a good bluff?
Against observant opponents, the frequency of bluffing affects the effectiveness of slow playing, and vice versa. If a player's table image is that of an aggressive bluffer, slow playing is less important because his opponents will be more willing to call his usual bets and raises.
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