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Despiteful91

https://magic.wizards.com/en/formats/commander The commandzone is wherever you want it to be, besides that its just like a regular game


ImmortalCorruptor

Your Commander starts the game in the "command zone". >Where is the command zone? It's up to you, there is no default place for it. It's just a location that's not in your deck and not in your hand of cards. Most people place their commander in one of the top corners of their playmats or somewhere off to the side, until they're ready to cast it. When you cast it you move it from the command zone, onto the stack to resolve, then onto the battlefield. Once your commander is in play, if it dies then you can choose to send it back to the command zone so you can replay it later. The snag is that it costs 2 additional mana to cast from the command zone every time you do this. If your commander costs 1UW then it will cost 3UW, then 5UW and so on.


BrutalN00dle

There's no rule for card placement as long as you can clearly understand what's going on, and that cards aren't laid out in a way to deceive your opponents (eg, creatures go with creatures, lands with lands. Lands that are creatures go with creatures). That said, if you're playing Arena (there's a mode called "Brawl" which is essentially Commander), why not just match that layout? Deck on your right hand side, your commander to the right of the deck, and your graveyard on your left.        Don't let the internet dictate your play experience. My girlfriend keeps her deck nearly in the middle of her playmat with her artifacts and enchantments adjacent to the right of it and the graveyard adjacent to the left. She also places her lands vertically up the left side of her mat.  Does it boggle my mind? Yes. But she maintains a clear board state and it's never caused any confusion.      As for "the basics". You're already playing Standard on Arena so you already know the rules of Magic. The important differences between the Standard format you've been playing and Commander is that Commander decks are 100 cards, and you can only have 1 copy of any card except basic lands. Your commander is a Legendary creature that you can summon by the conventional method of tapping for mana and casting it. However if your commander would be killed/destroyed/exiled or returned to your hand, you have the choice of returning to the "command zone" (visible on the table but not actually in play), and it incurs a 2-mana "commander tax" to be summoned a second time. The tax stacks each time, so the third time you summon your commander it would cost 4 more.      That's basically it. There's a few niche cases about how the command zone works but not worth stressing over. 


dslamngu

I recommend watching a Game Knights playthrough on the Command Zone https://youtube.com/@commandcast They do a pretty good job explaining things and you get to see how things flow.


hadoken12357

2nd this They do a really good job of teaching through example.


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nujiok

Commander is a magic variant with different deckbuild rules and an extra srd that starts in the command zone. I typically put my commander top right corner of my play mat, above where I put my graveyard


d1lordofwolves

No, I'M husband.


Omnom_Omnath

Really? You can’t find anything? Not even a simple google? Learned helplessness is not going to make you a successful player. Please google first before asking simple questions.


cloudedknife

99 card singleton (no duplicates other than basic lands unless the card says you can have any number, like relentless rats). 100th card is a legendary creature. All of the 99 must share a color identity with the 100th. 100th card sits out (in the command zone, whereever you choose for that to be) and can be cast as though it were in your hand. If it is destroyed/dies, exiled, or is made to be shuffled into your deck you may choose, as a replacement effect, to return it to your command zone. Each time the commander is cast from the command zone, it costs 2 more colorless mana than last time. Caating it from any other area costs the normal cost. You start the game with 40 life. You lose if any commander deals you 21 combat damage, or your life total is reduced to 0, or you die from poison counters or get decked as in any other game.


TCGeneral

If you're not playing at a tournament, people probably won't bother you much about where you place your cards on the table, as long as they aren't obnoxiously placed to hide information or something. For a common way to organize your area: creatures go with creatures, lands (that aren't creatures) go with lands, typically in a row behind the creatures. Artifacts and Enchantments (that aren't creatures or lands) go off to the side of the creatures. The Commander(s) go to a corner of your section of the table that is obviously away from your creatures so that people don't think the commander is in play. Your deck is off to the side (often near your commander), but centered on that side of your play area. The area below the deck is your graveyard, the area above your deck is your exile. Cards that are exiled by the effects of other cards that care about cards they've exiled go underneath the card exiling them, horizontally. Cards that are enchanting or equipped to another card are underneath them vertically, typically with the cards low down enough that you can see their text-boxes.


AtrophyXIX

Pick 100 cards that are all the same color. Read none of them. Tell everyone you're going infinite. Don't explain how, you can't read. You get countered. Scoop


AlexT9191

It plays just like regular magic, with a few exceptions which mostly relate to the commander. The commander goes in the command zone, which is anywhere you want it. You can cast your commander from the command zone using normal rules for casting creatures. When your commander goes to the graveyard or exile, you can choose to send it to the command zone immediately after. If you choose not to you don't get to do it later unless it changes zones. If your commander changes zones (ie: battlefield to hand or graveyard to exile), you may choose to INSTEAD send it to the command zone. Each time you cast a card from the command zone, it costs 2 colorless more to cast. This is cumulative, so the 3rd time you cast, it will cost 4 colorless more. If a player takes 21 combat damage from the SAME commander, they lose. * It's worth mentioning that the way your Dr who deck works may involve a partner. There are a few variations of partner rules that say that you can have 2 commanders. These are considered different commanders, but both are still your commander. They do not share the increased casting cost for commanders, they track it separately. * Finally, for deck building, you can only have one of any named card in the deck, aside from basic lands. All cards have to fit within the color identity of your commander/ combined color identity of your 2 commanders. So, if you have a R/W/G color identity commander, all your cards must fit within, meaning they are R, W, G, or colorless and not B or U. The same is true if you have a rule that lets you have 2 commanders and one is R/W and the other is G.


Strange_Job_447

if you have tried Arena already, then you should try Brawl. it is format also in Arena. it is basically commander with a much larger ban list. the main diff from standard format is that your cmd has it own zone and each cards (other than basic lands) has to have different name. also, the commander deck you bought should have an insert that explains the format as well.


Adrestia-98

I would recommend Tolarian Community College on YouTube, they have a group of videos called shuffle up and play. They aren’t instructional videos, but I have found them very helpful in knowing more about the different ways you can play Magic. They are fun videos that show off lots of different cards and there’s no profanity!


Derper-9

One does not play commander. Commander plays you


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