The idea
What Commander actually is
A multiplayer singleton format where every deck is built around one legendary creature — and where the game at the table is as much social as it is strategic.
You pick a legendary creature as your commander, build a deck of exactly 100 cards (commander included) with no duplicates besides basic lands, and sit down with — usually — three opponents. Everyone starts at 40 life, your commander starts in the command zone, and the last player standing wins.
Because games are multiplayer and decks are singleton, Commander rewards different muscles than one-on-one constructed: resilient value engines over razor-thin efficiency, threat assessment over tempo, and table politics over raw speed. Your deck is a statement of identity as much as a strategy — most players are known at their table by their commanders.
| Format | Deck size | Card pool | Rotation | Players | Governance |
|---|---|---|---|---|---|
| Standard | 60 min | Recent premier sets | Every fall | 2 | WotC |
| Limited | 40 min | Packs opened on the spot | Per set | 2–8 | WotC |
| Pauper | 60 min | Eternal, commons only | None | 2 | WotC + Format Panel |
| CommanderYou are here | 100 exactly | Eternal, singleton | None | Usually 4 | WotC + Format Panel |
| Pack Wars | 15–30 | One booster | None | 2+ | House rules |