What is the 8x8 rule in EDH?

The 8x8 rule in EDH (Elder Dragon Highlander/Commander) is a deckbuilding guideline that suggests starting with 8 categories of effects, choosing 8 cards for each category (totaling 64 spells), plus your commander and 35 lands, to build a consistent deck. It's a structural framework for beginners, providing a balanced mix of essential functions like ramp, draw, and removal, and thematic cards to ensure the deck runs smoothly without being overly rigid.
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What is the 8x8 Commander theory?

[The 8x8 Theory] will consist of deckbuilding using a mathematical manner to get a rough draft of a decklist. Simply put, you start out with a Commander and 35 land slots, then choose eight effects you wish to see, and pick eight cards for each effect yielding a clean 64 cards.
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What is the 75% rule in MTG?

The MTG "75% rule" is a popular, unofficial deck-building philosophy, mainly for Commander, about creating decks powerful enough to compete but not so dominant they ruin the fun for casual players, finding a middle ground in power level by intentionally leaving out the most optimal, expensive, or meta-defining cards. It's about building a deck that's "75% as strong as it can be," allowing it to challenge optimized decks occasionally while still being fair in more casual games, making it adaptable for various playgroups.
 
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What is the perfect Commander deck ratio?

A good Commander deck ratio starts with 37-38 lands, supplemented by around 10-12 ramp spells, 10-12 card draw/advantage, and 10-12 pieces of interaction (removal/board wipes), with the rest dedicated to your deck's core theme and synergistic cards, as the ideal split depends heavily on your Commander and playstyle.
 
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What is rule 0 in EDH?

Rule 0 is an unofficial rule in Commander that allows players to modify the rules of a non-competitive game. The catch? Everyone who's participating has to agree to the changes before the game begins. If you're familiar with the term “house rules,” it's the same concept.
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What is the 65% rule in D&D?

In 5e the chance of hitting is on average 65%. Based on that a +2 mod on AC reduces the chance to 55%. And a +9 mod to AC reduces the chance to hit to 20%. The three brackets represent you have a 65% chance to do minimum damage, 55% to do average damage and 20% to do max damage.
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Is time walk banned in EDH?

Time Walk was an iconic and expensive card at the time it was banned, and removing it from the card pool was intended to combat the notion that Commander is a prohibitively expensive and inaccessible format.
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Is 40 lands too much Commander?

40 lands in a Commander deck isn't inherently "too much," but it's on the higher end for typical decks; it's often perfect for high-mana curve decks, <<<>>landfall strategies, or decks with little card draw, but fewer lands (35-38) might be better if you have lots of ramp and draw spells. It depends heavily on your deck's strategy, average mana cost (CMC), and inclusion of mana rocks/ramp, with many players finding 36-40 a solid baseline for casual play. 
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Are MTG cards 63x88?

The dimensions of a playing card are 63 x 88 in mm, 6.3 x 8.8 in cm, and 2.5 x 3.5 in inches.
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What are the most common mistakes in Commander?

Deckbuilding Mistakes
  • Cutting Too Many Lands.
  • Having Too High of a Curve.
  • Self-Hosers and Non-Bos.
  • Killing Your Darlings.
  • Skimping on Interaction.
  • Overloading on Colorless Utility Lands.
  • Playing Flash Cards/Instants at Sorcery Speed.
  • Using Treasures Before Lands.
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Is 32 lands enough for Commander?

32 lands is generally considered low for Commander; most players aim for 36-38 lands as a baseline, but you can go lower (around 32-35) if your deck runs lots of cheap ramp (mana rocks/dorks) or has a very low average mana value, or higher (38-40+) for landfall or heavy spell decks, but 32 without heavy support often leads to mana issues. Start with 36 and adjust based on testing, cutting a land for every 3-4 ramp/draw sources you add. 
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What is the 3 4 5 rule for deck building?

From the corner, measure out 3 feet along one edge and mark it. Next, measure 4 feet along the edge adjacent to the first measurement and mark it. Measure the length of the diagonal connecting the two marked points. If it's exactly 5 feet, your corner is square.
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What is the 116 rule in Magic The Gathering?

Rule 116 in Magic's official rulebook explains something called “special actions.” These are things a player can do during their turn that happen instantly and cannot be interrupted by other players. The most common example is playing a land. It just happens right away.
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Why is 52 factorial so special?

The number of possible ways to order a pack of 52 cards is '52! ' (“52 factorial”) which means multiplying 52 by 51 by 50… all the way down to 1. The number you get at the end is 8×10^67 (8 with 67 '0's after it), essentially meaning that a randomly shuffled deck has never been seen before and will never be seen again.
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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.
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Do you draw first in 1v1 commander?

In a Two-Headed Giant game, the team who plays first skips the draw step of their first turn. See rule 103.8. In commander only Yes you always draw even if you go first. In 1v1, 2nd to go draws.
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How to tell if a MTG is rare?

You can tell if a Magic card is rare by checking the color of its expansion symbol (set icon) on the right side of the card: Gold means it's a Rare, while Black is Common, Silver is Uncommon, and Orange/Red is Mythic Rare. Newer cards also have a letter code (R for Rare) in the bottom left, but older cards (pre-Exodus) require looking up their rarity as all symbols were black. 
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Is it 52 or 54 cards in a deck?

A standard deck has 52 cards, representing four suits (Hearts, Diamonds, Clubs, Spades) with 13 ranks each (Ace-King). However, most decks also come with two extra Joker cards, bringing the total to 54 cards for a complete package, though games usually use only the 52 core cards.
 
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Are cards 4x6 or 5x7?

Common greeting cards include 5x7 inches (4.25x5. 5 inches). Invitations often use 5x7 or 4x6 inches. Business cards typically measure 3.5x2 inches, while postcards are usually 4x6 inches.
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What is the 32 deck challenge?

For those who are not aware, the 32 deck challenge is to build one deck for every possible colour combination, from colourless to 5C. So the purpose of this thread is to see how far through you are, what you've brainstormed, or just to see what others are building.
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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.
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How many lands does Cedh have?

In cEDH (Competitive Elder Dragon Highlander), land counts are typically lower than casual decks, often ranging from 28 to 32 lands, but can even drop lower (around 24-27) in hyper-fast combo decks, because these decks rely on low-cost spells, fast mana rocks (Sol Ring, Mana Crypt), and aggressive mulligans, whereas slower or more midrange cEDH decks might run closer to 30-32 lands. The ideal count depends heavily on your commander, deck's average mana value (CMC), and win condition, focusing on efficiency and fast combo execution rather than consistent land drops. 
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What is Rule 0 in Commander?

Rule 0 in Magic: The Gathering's Commander format is an unwritten agreement allowing playgroups to modify official rules for fun, enabling "house rules" like playing banned cards, using planeswalkers as commanders, or banning combos, provided everyone agrees beforehand, emphasizing social enjoyment over strict adherence to rules, and requiring pre-game discussion to align expectations and power levels for a better experience. 
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Why is flash banned in Commander?

Flash is banned in Commander because it enables extremely fast, non-interactive, "win-the-game" combos, primarily the Flash/Protean Hulk combo, which was format-warping and unfun for both casual and competitive (cEDH) players, forcing games into repetitive standoffs waiting for interaction or an instant win. The Rules Committee (RC) banned it in 2020 as an "exceptional" step to signal that cheating big threats into play non-interactively isn't the desired path for the social format, even though the ban was heavily pushed by cEDH players. 
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