In-depth answers to the most common Commander (EDH) questions — color identity, command zone, commander tax, and multiplayer rules. — 8 questions answered.
Color identity is the set of all colors in a card's mana cost, rules text, and color indicator. Your deck can only contain cards whose color identity is a subset of your commander's. For example, if your commander is Atraxa (WUBG), you can't include red cards. Hybrid mana counts as BOTH colors. Basic land types don't contribute to identity.
Each time you cast your commander from the command zone, it costs an additional 2 generic mana for each previous time it was cast from the command zone this game. First cast: normal cost. Second cast: +2. Third cast: +4, and so on. This applies to both commanders in partner setups. The tax only applies from the command zone, not from hand or graveyard.
When your commander would go to the graveyard or exile, you may choose to send it to the command zone instead. This is a replacement effect — you decide each time. If you let it go to the graveyard, you can reanimate it. If you send it to the command zone, you can recast it (with commander tax).
Rule 0 is the pregame conversation where players discuss expectations, house rules, and power levels before starting a Commander game. It's the social contract that makes Commander work — you agree on things like: are infinite combos okay? Mass land destruction? Proxies? The goal is ensuring everyone has fun.
Commander brackets are an optional power-level rating system (Brackets 1–4) introduced to help players find games at matching power levels. Bracket 1 is the lowest power (precons, casual). Bracket 4 is the highest (cEDH-adjacent). Cards are assigned brackets based on their typical impact in Commander games.
Yes, if both legendary creatures have the Partner keyword (or Partner With). Your deck is still 100 cards total, and your color identity is the combination of both commanders. Each commander tracks its own 21 commander damage separately. Both are subject to commander tax independently.
When a player leaves, all cards they own leave the game, all spells and abilities they control are exiled, and any effects giving them control of other players' permanents end (those permanents return). Damage they dealt to other players stays. Combat damage already assigned resolves before they leave.
cEDH stands for competitive Elder Dragon Highlander — Commander played at the highest power level with optimized decklists, fast mana, infinite combos, and efficient tutors. cEDH games often end by turns 3-5. It uses the same rules and ban list as regular Commander but with a competitive mindset. Think of it as Commander's competitive tournament scene.