

Note that while the Partner ability does not explicitly prohibit a card from being partners with itself, the singleton rule of Commander formats prevents it nonetheless. Partner was heavily featured in Commander Legends, where it appeared on 40 monocolored (and one colorless) legendary creatures and planeswalkers. If any card refers to your commander (or commanders in general), it means either one of the two. If either commander can deal 21 or more combat damage to a single player over the course of the game, that player loses. Combat damage dealt by each commander is similarly tracked individually.

The " commander tax", the additional cost of 2 for every time you've cast a commander from the command zone, applies individually. If either leaves the battlefield, you can return it to the command zone instead. Your two commanders are treated individually for all other Commander rules.

Because both commanders start the game in the command zone, the remaining library is only 98 cards. Hopefully looking for some discussion on the merits of either combination or more comparisons of the two, especially if anyone plays or has played one of these two styles before.A player can have two commanders if both have partner. Blue gives us awesome flashback spells like Deep Analysis and Mystical Teachings, more card drawing which can be traded it for dredging to fill up the graveyard faster, Academy Ruins for shenanigans, and the possibility of wiping people out quickly with the general. White bring board wipes, Unburial Rites, Sun Titan, and Karador to provide a steady stream of creatures every turn. I think I've narrowed it down to two generals:īoth White and Blue seem to have awesome things they can add to the deck. I definitely want to build something based around playing out of the graveyard with lots of Dredge, Flashback, and recurring. I've been wanting to build a new EDH deck for a while now, I've settled on a theme but now I'm trying to pick out colors.
