What Is Commander? A Complete Beginner's Guide to EDH

6 min readBy Manacove Team

If you have ever walked into a game store on a Friday night, you have probably seen a table of four players laughing, groaning, and scheming their way through a game of Magic: The Gathering. Chances are, they were playing Commander.

Commander (also called EDH, short for "Elder Dragon Highlander") is the most popular casual format in Magic. It is a multiplayer format designed for fun, creativity, and self-expression. Unlike Standard or Modern, Commander is not about playing the most optimized 60-card deck. It is about building a 100-card deck around a legendary creature that represents your strategy, your personality, or just a card you think is cool.

The Basic Rules

Commander has a few key rules that set it apart from other Magic formats.

Deck size: Every Commander deck contains exactly 100 cards. This includes your commander, which sits in a special zone called the command zone, plus 99 other cards in the main deck.

Singleton: You can only include one copy of each card (besides basic lands). This means no four-of Sol Ring or four-of Swords to Plowshares. The singleton rule forces you to find creative solutions and build diverse decks.

Commander: Your deck is led by a legendary creature (or certain planeswalkers that say "this card can be your commander"). Your commander starts in the command zone and can be cast from there. If your commander goes to the graveyard or exile, you can choose to move it back to the command zone. Each time you recast it from the command zone, it costs 2 more generic mana (the "commander tax").

Color identity: Your deck can only contain cards whose color identity matches your commander's color identity. Color identity includes mana symbols in the card's mana cost, rules text, and any color indicators. If your commander is blue and red, every card in your deck must be blue, red, colorless, or some combination of those colors.

Life total: Players start with 40 life instead of the standard 20. This gives the game time to develop and lets players execute bigger, splashier strategies.

Commander damage: If a single commander deals 21 or more combat damage to a player over the course of the game, that player loses regardless of their life total. This gives aggressive strategies a way to close out games even against lifegain decks.

Why Commander Is So Popular

Commander has exploded in popularity for several reasons.

Self-expression: With over 27,000 unique Magic cards legal in Commander, the deckbuilding possibilities are nearly infinite. Your deck says something about you as a player. Are you the person who plays group hug and helps everyone draw cards? The political mastermind who manipulates the table? The combo player trying to win on turn five? Commander lets you be whoever you want to be.

Social gameplay: Commander is designed for 3-4 players sitting around a table. The multiplayer dynamic creates natural checks and balances. If one player gets too far ahead, the others can team up to slow them down. This self-regulating nature means games tend to be interactive and engaging for everyone.

Accessibility: You do not need to keep up with rotating sets or buy expensive playsets. A single copy of each card is all you need, and you can build a strong deck on almost any budget. Preconstructed Commander decks from Wizards of the Coast are a great starting point at around $40-50.

Replayability: Because decks are 100 cards with no duplicates, every game plays out differently. You never know which cards you will draw, and the three other players at the table add even more unpredictability.

Building Your First Deck

Building a Commander deck can seem overwhelming at first. Here is a simplified framework to get started.

Step 1: Choose Your Commander

Your commander defines your deck. Pick a legendary creature whose abilities excite you. Do not worry about picking the "best" commander. Pick one that looks fun. Some beginner-friendly options include:

  • Prossh, Skyraider of Kher - Creates tokens, great for learning sacrifice strategies
  • Aesi, Tyrant of Gyre Strait - Draws cards and plays extra lands, very forgiving
  • Wilhelt, the Rotcleaver - Zombie tribal with built-in card advantage
  • Lathril, Blade of the Elves - Elf tribal that rewards going wide with creatures

Step 2: Build Your Mana Base

Start with about 36-38 lands. Include enough lands that produce each of your commander's colors. For a two-color deck, a simple starting point is:

  • 14-16 lands of each color
  • 4-6 lands that produce both colors (like Command Tower, which goes in every deck)
  • 2-3 utility lands (like Rogue's Passage or Reliquary Tower)

Step 3: Fill In Your Categories

A helpful framework for beginners is the "Rule of Eight" - pick about 8 categories of cards and include roughly 8 cards in each. Categories might include:

  • Ramp (8 cards) - cards that help you produce more mana
  • Card draw (8 cards) - cards that refill your hand
  • Removal (8 cards) - cards that deal with opponents' threats
  • Board wipes (3-4 cards) - cards that clear the entire board
  • Win conditions (8 cards) - cards that help you win the game
  • Synergy pieces (remaining slots) - cards that work well with your commander

Step 4: Tune and Test

Play some games! After each game, think about what worked and what did not. Did you have too many expensive cards and nothing to do in the early turns? Cut some high-cost cards for cheaper ones. Did you run out of gas? Add more card draw. Tuning your deck over time is one of the most rewarding parts of Commander.

The Social Contract

Commander has an unwritten "social contract" - an understanding that the format is about having fun together. Before a game, players typically discuss their decks' power levels to make sure everyone is on the same page. A highly optimized combo deck playing against a group of casual precons is not fun for anyone.

This is often called "Rule Zero" - the idea that your playgroup can agree to house rules, ban lists, or power level expectations before the game starts. Communication is key.

Where to Go From Here

Commander is a format you can enjoy for years. Here are some next steps:

  • Buy a precon: Wizards of the Coast releases preconstructed Commander decks with every major set. These are excellent starting points that include a playable deck right out of the box.
  • Use a deckbuilding tool: Tools like Manacove can help you find cards that synergize with your commander and build within your budget.
  • Find a playgroup: Your local game store almost certainly has a Commander night. Most Commander players are welcoming to newcomers.
  • Read strategy content: Understanding concepts like mana curves and budget building will help you build better decks over time.

Commander is the format where a $30 deck can beat a $3,000 deck, where politics matter as much as card quality, and where the most memorable moments come from cards nobody expected. Welcome to the format. You are going to love it.

MT

Written by Manacove Team

The Manacove team builds AI-powered tools for Commander deck builders. Collectively, we have been playing Magic: The Gathering for over 15 years.

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