Choosing a Commander

Finding the right legendary creature for your playstyle is the first and most important step in building a Commander deck.

Your Commander Defines Your Deck

Your commander is the most important card in your deck. It determines your color identity, which controls which cards you can include. It is always available from the command zone, meaning you have guaranteed access to it every game. And it often defines your entire strategy, shaping every other card choice you make.

Choose a commander that excites you. You’ll be building around this card and seeing it every game. If you love the card, you’ll enjoy the deck. If you picked it only because it’s powerful, you may get bored quickly. The best Commander experiences come from genuine enthusiasm for your chosen legendary creature.

Color Identity Considerations

More colors means more card options but a harder mana base to build. Each color count comes with distinct tradeoffs.

Mono-color

Easiest mana base. Limited card pool but very focused. Strong in a single strategy. Your lands are almost entirely basics, which makes you highly resistant to nonbasic land hate like Blood Moon and Back to Basics. Examples: (mono-red goblins), (mono-black), (mono-green).

Two-color

Good balance of options and consistency. The most common choice for new players. Each color pair has distinct strengths. The mana base is forgiving and rarely causes issues. Simic (green-blue) excels at ramp and card draw with commanders like . Orzhov (white-black) specializes in sacrifice strategies with commanders like . Izzet (blue-red) focuses on instants and sorceries with commanders like .

Three-color

Wide card pool with some mana base challenges. You’ll need more dual lands and color-fixing artifacts to cast your spells on time. Wedge combinations like Mardu (white-black-red) with commanders like , and shard combinations like Esper (white-blue-black) with commanders like , each have unique identities.

Four-color and Five-color

Maximum flexibility but the most challenging mana base. Requires expensive lands for consistency. Often built around a specific theme that needs all colors. Budget four and five-color mana bases will frequently stumble on color requirements. Examples: (five-color legends), (five-color slivers).

Colorless

Very restrictive card pool. Primarily built around artifacts, Eldrazi, and other colorless permanents. Unique but challenging since you cannot use any cards with colored mana symbols. Your mana base consists entirely of Wastes and colorless-producing utility lands. Examples: . .

Commander Types

Commanders generally fall into four categories based on how they interact with your deck. Understanding these categories helps you set expectations for how your deck will play.

Build-Around

Commanders that require specific support to function but reward you heavily. They define your deck completely, and most of your card choices flow directly from what they need.

Examples: (needs goblins to generate tokens). (needs cheap targeting spells that return to hand). (needs evasive creatures and high mana value cards on top of library).

Value Engines

Commanders that generate ongoing advantage without needing much specific support. They’re good in many different builds and provide a steady stream of resources.

Examples: (draws a card and grows whenever you sacrifice anything). (replay one permanent of each type from your graveyard each turn). (draws a card and puts a land into play whenever you cast a creature).

Enablers

Commanders that allow a strategy rather than being the strategy themselves. They often provide color access, cost reduction, or a utility ability that supports your game plan from the command zone.

Examples: (five-color identity with flexible activated abilities). (reduces dragon costs by 1, draws cards when your dragons attack, and lets you put a permanent onto the battlefield).

Combo Pieces

Commanders that are part of a combo themselves. They enable specific game-winning lines because they are always accessible from the command zone.

Examples: (infinite mana outlet that draws your entire deck). (adds an extra mana whenever you tap a nonland permanent for mana, and cheats creatures into play). (sacrifice engine that draws cards and removes creatures, enabling multiple combos).

Partner and Background Mechanics

Several mechanics allow you to have two cards in your command zone instead of one. Each works slightly differently.

Partner (Original)

Two legendary creatures with the “Partner” keyword can both serve as your commander. Their color identities combine, giving you access to more colors. Your deck runs 98 cards instead of 99 since both commanders are separate from the library. Introduced in Commander 2016.

Partner With

A more restrictive version of Partner. Each creature can only partner with their specific named partner. You cannot mix and match these with other Partner creatures. For example, can only partner with .

Friends Forever

From the Stranger Things Secret Lair. Works like the original Partner keyword but is a separate keyword entirely. Creatures with Friends Forever can partner with each other but not with creatures that have the original Partner keyword.

Choose a Background

From Commander Legends: Battle for Baldur’s Gate. Pairs a legendary creature that has “Choose a Background” with a Background enchantment in the command zone. The Background provides a static or triggered ability that enhances your commander.

Doctor’s Companion

From the Doctor Who Commander set. A creature with Doctor’s Companion can partner with a legendary creature that has the Doctor creature type. This creates a thematic pairing between a Doctor and their companion.

Commander Tax

Each time you cast your commander from the command zone, it costs an additional 2 generic mana. A 5-mana commander costs 7 the second time, 9 the third time, and so on. This escalating cost has major implications for how you build your deck.

Planning for Commander Tax

  • Lower-cost commanders are more resilient to removal. Recasting a 2-mana commander for 4 mana is much easier than recasting a 6-mana commander for 8.
  • Plan for your commander dying 2-3 times per game. This is normal in most Commander pods, especially with popular removal-heavy strategies.
  • Include protection to keep your commander on the battlefield longer. , , and .
  • Your deck should function even when your commander is unavailable. If your entire strategy collapses without your commander, the deck is too fragile.

Official Sources

For the complete rules and additional reading on commander selection and related mechanics, refer to these resources.

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