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Can You Have 100 Cards in Commander? Find Out

Magic: The Gathering has a format with special rules and a focus on social interaction. Commander is a multiplayer format. Build a deck around a legendary creature called a Commander. Commander, with limited cards and a focus on fun and interaction, is loved by many Magic players.

Can you have 100 cards in your Commander deck? It’s a common question in the Commander community. In this article, we’ll explore how to build a Commander deck, the rules, and if you can have 100 cards. Let’s embark on this magical journey together.

Understanding the Commander Format

To better understand the Commander format, it’s important to grasp its basics first. Commander is a unique and dynamic way to experience Magic: The Gathering. Here are the fundamental principles:

1. Legendary Commander

Every Commander deck must have a legendary creature card as its Commander. This card sets the tone for your deck and dictates its colour identity.

2. Color Identity

The colour identity of your Commander defines which colours of mana you can include in your deck. Includes Commander colour and mana symbols in the card’s rules text.

3. Singleton Rule

Each card in your Commander deck, except basic lands, must be unique. No duplicate cards are allowed in your Commander deck. This ensures a diverse and varied gameplay experience.

4. 100-Card Deck

Here’s where the intrigue begins. Commander decks are typically constructed with exactly 100 cards, including your Commander.

5. Starting Life Total

In Commander, you begin with 40 lives, giving you extra time for longer and more thrilling games.

6. Command Zone

Your Commander starts the game in the command zone and can be cast from there. If it leaves the battlefield, it can go back to the command zone, not to the graveyard or exile.

Now that we’ve established the core rules of the Commander format, let’s dive deeper into the question at hand.

7. The Standard Commander Deck

A standard Commander deck consists of 99 cards in addition to your Commander. The 100-card structure is important in the format and is mentioned in the rules.

8. The Appeal of 100 Cards

The 100-card deck size serves multiple purposes in Commander:

  • It promotes variety and diversity in gameplay. With only one copy of each card allowed, games rarely play out the same way twice.
  • It encourages creativity and deck-building skills, as players must carefully curate their decks.
  • The Commander format is different from other Magic formats, which makes it unique.

9. House Rules

Some playgroups may follow different rules for the number of cards in a Commander deck. House rules can vary, so all players must agree on them before starting a game.

10. Singleton Nature

The singleton nature of Commander decks is a fundamental aspect of the format. It promotes strategic thinking, adaptability, and a sense of discovery. The 100-card restriction contributes significantly to this aspect of Commander.

11. The Importance of Balance

The Commander format is designed to be a social and multiplayer experience. The 100-card limit keeps games fair and balanced since it reduces overpowered strategies.

12. Commander’s Arsenal

There is an exception to the 100-card rule in Commander, known as Commander’s Arsenal. The product had large Commander cards, foils, and special Commander cards. These cards can be added to your Commander deck, but they don’t count towards the 100-card limit.

13. Wish Cards and Sideboards

“Cards like “Glittering Wish” and “Burning Wish” let you get cards from outside the game.” . . In Commander, you can access a 10-card sideboard using wish cards. This means you have over 100 cards to choose from in the game.Explanation: The original sentence was long and contained complex terminology. The improved version splits the sentence into two.

14. Partners in Crime

The Commander format introduced partner commanders, allowing you to have two Commanders. If both Commanders have the partner ability, you can include them in your deck together. Each Commander contributes to the 100-card count.

15. The Competitive Scene

In Commander, players argue whether 100 or more cards are better for strategy. Some say bigger decks give flexibility and more answers to different situations.

16. The Spirit of Commander

While the rules are clear about the 100-card limit, the spirit of Commander emphasizes fun and social interaction over strict adherence to the rules. As such, players should consider the expectations of their playgroup.

17. Consistency and Reliability

A 100-card Commander deck can be inconsistent. So, it’s important to include card drawing and tutoring effects to access key cards. This encourages strategic thinking and adaptability. In case you are interested in this type of article, here is our top recommended article: What is the 75% Rule in MTG? Detailed Guide

18. Embracing Variety

Commander games change a lot because of the 100-card rule. You’ll face different situations and card interactions in each game.

19. Building Around Your Commander

The 100-card limit makes players build decks around their Commander’s strengths and abilities. This leads to decks that are more thematic and flavorful.

21. Thematic Decks

Many Commander players relish the opportunity to build decks with a strong theme. A 100-card deck has space to explore themes like tribes, lore, or specific mechanics.

22. Combo-Centric Decks

Commander players often design decks that centre around intricate combos. The 100-card limit encourages creativity in finding and assembling powerful combinations of cards.

23. Control and Counterspells

Control decks in Commander often incorporate a wide range of counterspells and removal spells to maintain board control. The large deck size ensures a plethora of options for control strategies.

24. Ramp and Mana Fixing

Commander’s 100-card deck allows for diverse ramp and mana-fixing options. Players can add different mana rocks, lands, and spells to develop mana smoothly.

25. Graveyard Shenanigans

With a larger deck size, graveyard strategies become more viable. Commander decks often use the graveyard to bring back spells and creatures.

26. Political Play

The social aspect of Commander is a key component of its appeal. Some decks aim to win and negotiate, creating a unique political vibe.

27. Chaos and Fun

In casual Commander games, players often embrace the chaos. Unpredictable and whimsical decks add to the fun. A 100-card deck brings lots of entertaining surprises.

28. Start with Your Commander

Your Commander should be the focal point of your deck. Choose a legendary creature that aligns with your play style and the deck’s theme.

29. Balance Your Mana Base

A balanced mana base is crucial for consistent gameplay. Ensure you have enough mana sources to support your deck’s strategy.

30. Include Card Draw and Tutoring

In a 100-card deck, it’s crucial to have card draw and tutoring effects for finding your key cards.

31. Plan for the Long Game

Commander games tend to be longer than standard Magic matches. Prepare for the long haul by including cards that have a lasting impact.

32. Interactive Removal

Commander decks should include interactive spells like removal and counterspells to deal with threats and maintain control.

33. Adapt and Evolve

Commander decks are ever-evolving. Stay open to modifying and improving your deck as you discover new cards and strategies.

34. 60-Card Mentality

New players used to 60-card formats might think they need to fit their decks in this way. Remember, Commander thrives on variety.

35. Quantity Over Quality

It’s not about having the most cards; it’s about having the right cards. Quality cards that suit your strategy are more important than sheer quantity.

36. The Perfect Deck

There is no one-size-fits-all perfect Commander deck. The format encourages diversity, and what works for one player may not work for another.

37. Ignoring Card Restrictions

Remember the colour identity of your Commander and adhere to it strictly. Including cards outside your Commander’s colour identity is against the rules.

38. Communication is Key

Commander games are fun when players openly share their plans and strategies. The social contract encourages discussion and cooperation.

39. Avoiding Unfun Strategies

Winning is important, but not at the cost of others’ enjoyment. Avoid overly oppressive or unfun strategies in favour of an enjoyable gameplay experience.

40. The Commander Community

Commander fosters a strong sense of community. Players have made long-lasting friends in this format, bonded by their love for the game.

41. Boundless Creativity

The 100-card structure of Commander offers boundless opportunities for creativity. There is no shortage of themes, strategies, and ideas to explore.

42. Commander Tournaments

Commander is usually casual, but tournaments have become more popular lately. Events give players a chance to test their skills against a wider field.

Conclusion:

The 100-card deck limit is at the heart of the Commander format’s identity. It encourages diversity, creativity, and adaptability, making Commander a unique and beloved format among Magic: The Gathering players.

So, can you have 100 cards in Commander? Absolutely, and it’s one of the defining features of the format. Whether you’re building a themed deck, assembling combos, or engaging in political gameplay, the 100-card structure of Commander offers endless possibilities. Embrace the magic of Commander. Shuffle your deck, and experience the joy of this dynamic and social format.

Now that you know how to build and play Commander decks, you’re ready for your next adventure! Get friends, pick Commander, and let the magic unfold in the world of Commander.

Jon Finkel

Jon Finkel is a name that resonates deeply within the Magic: The Gathering community. As a renowned player, strategist, and former World Champion, Jon’s dedication to the game is unwavering. With a career spanning over two decades, he has left an indelible mark on the world of MTG. His profound understanding of card interactions, deck building, and metagame analysis is what sets him apart.