πŸ“œ Comprehensive Rules Document

PREAMBLE

This document represents the complete official rules for Duel Commander. It is not designed to be read in one sitting, especially for new players. Please refer to the Duel Commander Quick Start Guide for introductory material.

This document is based on the Magic: The Gathering Comprehensive Rules and represents an exhaustive guide and rules reference for any player, judge, or tournament organizer worldwide who wishes to follow official Duel Commander rules. This document may be updated as needed and is maintained exclusively by the Duel Commander Committee.

Important Note: Duel Commander is not affiliated with, maintained by, nor receiving any support from Wizards of the Coastβ„’. Legal statements from Wizards of the Coast take precedence over this document in all matters.

TABLE OF CONTENTS

β˜… 1. GENERAL CONSIDERATIONS

100. Rules Hierarchy

100.1. Duel Commander uses the Magic: The Gathering Comprehensive Rules as its foundation. Unless explicitly modified in this document, all Magic rules apply.

100.2. Where this document explicitly contradicts the Magic: The Gathering Comprehensive Rules, this document takes precedence.

100.3. Legal statements from Wizards of the Coast take precedence over all documents.

100.4. This document uses the numbering system established by Wizards of the Coast for comprehensive rules documents. The hundreds digit corresponds to the section number, with specific rules iterated using letters.

101. Terminology

101.1. "Duel Commander" may be abbreviated as "DC" throughout official documents.

101.2. The Banned and Restricted list may be referred to as "B&R".

101.3. "MTG" refers to Magic: The Gathering.

102. Official Documentation

102.1. This document is the only official source of maintained Duel Commander rules. Any other document found online should be considered potentially outdated or unofficial.

102.2. The official Banned and Restricted list is located at: duelcommander.com/banlist

102.3. The FAQ document serves as a complementary source of information for common mistakes, questions, and clarifications.

103. Format Definition

103.1. Duel Commander is a constructed format using Magic: The Gathering cards. It is not a sanctioned format. All sanctioned formats belong to Wizards of the Coast.

103.2. Any card legal in paper play becomes legal in Duel Commander on its official release date, subject to the B&R list.

103.3. Duel Commander is designed as a competitive format by nature, which guides all rules decisions and format development.

103.4. Playing Duel Commander can be considered casual Magic: The Gathering play as defined by Wizards of the Coast in their Tournament Rules. Duel Commander tournaments may be organized as standalone events or as side events at sanctioned tournaments.

104. Commander Format Inheritance

104.1. Duel Commander inherits from the Commander format by default, unless explicitly modified in this document. This includes color identity, the command zone, deck building constraints (100-card singleton), and commander-specific replacement effects and state-based actions.

104.2. Duel Commander maintains its own separate B&R list distinct from Commander.

104.3. Duel Commander does not use the commander damage rule (see rule 403).

105. Magic: The Gathering Online

105.1. When playing on Magic: The Gathering Online, software-managed rules always take precedence over this document.

β˜… 2. TOURNAMENT RULES

200. Application of Tournament Rules

200.1. All Duel Commander tournaments follow Magic: The Gathering Tournament Rules, which take precedence over MTG Comprehensive Rules.

200.2. Duel Commander must be treated as a "constructed format" when applying MTG Tournament Rules.

200.3. Certified Magic judges apply official MTG rules by default. For any situation not explicitly covered in this document, refer to official MTG Comprehensive Rules and Tournament Rules.

201. Player Definition

201.1. Duel Commander is a one-versus-one format (two-player game). A player is a physical person playing alone without external interaction.

202. Tournament Structure

202.1. By default, tournaments use Swiss pairing algorithm. Tournament organizers may change the pairing algorithm before the tournament begins.

202.2. Follow MTG Tournament Rules to determine the appropriate number of rounds.

202.3. Playoff or final rounds may use different pairing structures.

203. Match Format

203.1. By default, matches are best-of-three (first to win 2 games).

203.2. Tournament organizers may change the match format before the tournament begins.

203.3. Playoff or final rounds may have different match formats with modified win requirements.

204. Time Management

204.1. Standard round time is 50 minutes. Round time may be extended to 55 or 60 minutes if needed. Playoff rounds or finals may be extended to 90 minutes or unlimited time.

204.2. When time is called, players receive 5 additional turns starting with the current turn. Judges may grant time extensions for external interruptions or judge calls.

204.3. Timing and prizes must be explicitly announced before the tournament begins and before player registration.

204.4. Tournaments use the rules in effect when they begin. Duel Commander rules cannot change during a tournament.

205. Rules Enforcement Level

205.1. Rules Enforcement Level should be Competitive by default. Tournaments without prizes may use Regular REL.

205.2. The main goal of Duel Commander tournaments is to provide fun and competitive gameplay. The Duel Commander Committee can provide guidance and assistance for tournament organization.

206. Decklists

206.1. Players should submit decklists before the tournament begins. Decklists show 99 cards plus 1 commander, or as modified by partner mechanics.

206.2. Decklists must be legible and unambiguous. Failure to comply may trigger infractions from judges. Digital validation methods or integrity hashes may be used.

206.3. Players may list a 101st card with companion ability if all deck constraints are met.

206.4. Banned cards cannot be listed. Cards banned as commander only cannot be listed as commanders. Attraction decks cannot be used or listed. Dungeon cards need not be listed as they are treated as tokens.

β˜… 3. DECK CONSTRUCTION

300. Fundamental Principles

300.1. Unless specified in this section, follow MTG Comprehensive Rules section 903 (Commander) for deck construction.

301. Deck Structure

301.1. Each deck contains exactly 100 cards: 1 commander plus 99 library cards. This may be modified by partner, partner with, friends forever, or choose a background mechanics.

301.2. Each deck must follow the singleton rule: except for basic land cards, no two cards in the deck may have the same English name.

301.3. All cards in the deck must conform to the color identity of the commander. Color identity is determined according to MTG Comprehensive Rules section 903.4. Phyrexian mana symbols and hybrid mana symbols count toward color identity.

302. Sideboard and Special Cards

302.1. Duel Commander does not use sideboards. Mechanics referencing sideboards do not function.

302.2. Companion ability is valid. Companion cards may be listed outside the deck if all constraints are met.

302.3. Dungeon cards and companion cards are considered separate from the deck. Non-traditional cards such as Vanguard and Archenemy schemes are also separate from the deck but are not legal in Duel Commander (see rule 305).

303. Commanders

303.1. Follow MTG Comprehensive Rules section 903.3 for choosing commanders.

303.2. Cards banned in Duel Commander or banned as commanders cannot be chosen as commanders (see rule 304).

303.3. "Commander" is a designation, not a supertype. It does not appear on the card.

304. Card Legality

304.1. The official Banned and Restricted list is located at duelcommander.com/banlist. This list may be updated at major set releases or when cards threaten format diversity.

304.2. Three restriction categories exist: cards banned as commander only (cannot be commanders but may be in the 99), cards banned in deck only (may be commanders but cannot be in the 99, currently no such cards exist), and cards banned in Duel Commander (cannot be used anywhere, including with companion ability).

305. Generally Banned Cards

305.1. Only cards legal in paper sanctioned MTG formats are legal in Duel Commander. Excluded cards include but are not limited to: gold-bordered cards, silver-bordered cards, cards with acorn holofoil stamps, conspiracies, cards with non-standard Magic backs, square-cornered cards, oversized cards, non-traditional cards (Planechase, Archenemy, Vanguard), cards marked offensive by Wizards of the Coast, stickers, attractions, and digital-only cards.

305.2. Ante cards are excluded.

305.3. Physical dexterity cards (Falling Star, Chaos Orb) are excluded.

305.4. Shahrazad is excluded for structural reasons.

306. Non-Card Material

306.1. Only traditional Magic cards may be used in Duel Commander, with specific exceptions.

306.2. Dungeons are accepted non-traditional cards.

306.3. Attractions are not accepted.

306.4. Stickers are not accepted.

β˜… 4. GAMEPLAY RULES

400. Fundamental Gameplay

400.1. Unless specified in this section, follow MTG Comprehensive Rules section 903 (Commander) for gameplay.

401. Game Parameters

401.1. Each player begins with 20 life. Effects that modify starting life totals are valid and apply normally.

401.2. Duel Commander uses the London Mulligan as defined in MTG Comprehensive Rules section 103.4.

402. Command Zone

402.1. Duel Commander games use the command zone as defined in MTG Comprehensive Rules section 408. The command zone is a public zone.

402.2. Although commanders share the command zone with non-traditional objects (Planechase planes, Archenemy schemes, emblems), they do not share rules. Only eligible commanders can use command zone rules.

402.3. Follow MTG Comprehensive Rules section 103.2 for game start procedures.

403. Commander Damage

403.1. There is no commander damage win condition in Duel Commander. This applies to any amount of damage. All other regular Magic ways of winning or losing apply. This is an exception to MTG Comprehensive Rules sections 104.3, 704.5, and 903.10.

404. Casting Commanders

404.1. Players may only cast one of their commanders from the command zone per game (the first one cast). This choice need not be announced before casting.

404.2. Once a commander is cast from the command zone, other commanders in that zone cannot be cast from there.

404.3. Other commanders remain subject to MTG Comprehensive Rules section 903.9 and may be cast from other zones.

404.4. Commanders cast from zones other than the command zone don't count for rule 404.1.

404.5. Example: Using Command Beacon to put a commander in hand doesn't affect which commander can be cast from the command zone.

405. Colored Mana Production

405.1. If a player would add mana outside their commander's color identity, they add that mana normally and may spend it normally.

406. Objects Outside the Game

406.1. Effects that bring cards from outside the game do not function in Duel Commander.

406.2. Companion ability is not affected by rule 406.1 as companions reference themselves.

406.3. Between rounds, only commander swapping is allowed (see rule 407). No other deck alterations are permitted.

407. Commander Swapping

407.1. Players may swap commanders after each game of the same round.

407.2. For the first game each round, players put their commanders face-up in the command zone before shuffling.

407.3. After the first game, players reveal commanders simultaneously (either face-up immediately or face-down then turned up together).

407.4. Commanders must remain legal when swapping. Color identity cannot change between games. Only commanders from the original decklist may be used. Players may change the number of commanders when swapping.

407.5. Players should take reasonable time to choose commanders between games.

407.6. Restarted games and subgames use the same commanders as the main game. No swapping for restarted or subgames.

β˜… 5. JUDGING AND INFRACTIONS

500. Foundation and Philosophy

500.1. Duel Commander utilizes the comprehensive tournament documentation produced by Wizards of the Coast, including the Magic Infraction Procedure Guide (IPG) and Magic Tournament Rules (MTR). All standard Magic infractions and procedures apply to Duel Commander tournaments unless explicitly modified in this section.

500.2. Duel Commander represents a unique competitive adaptation of the Commander format. The Wizards of the Coast documentation was not designed with the intersection of Commander mechanics and competitive play in mind. Therefore, judges must apply these documents with proper understanding, sound judgment, and adherence to the underlying philosophy articulated throughout the IPG and MTR.

500.3. The situations outlined in this section require consistent application of the guidance provided by the Duel Commander Committee, both in assessment of infractions and in philosophical approach. When questions arise, judges should reference the standard Magic tournament documents while considering the competitive Commander context, and are encouraged to consult with experienced members of the Duel Commander judging community.

500.4. Duel Commander tournaments shall be judged with the same rigorous standards as any competitive Magic tournament. Certified Magic judges are qualified to judge Duel Commander events and should treat all situations with the same level of professionalism and consistency expected at Competitive or Professional Rules Enforcement Level.

501. Commander Swapping Violations

501.1. Infraction: Tournament Error – Deck Problem

501.2. A player commits this infraction when they improperly execute the commander swapping procedure between games, including but not limited to: using commanders not listed on their decklist, swapping commanders in a manner that violates color identity constraints, or failing to properly reveal swapped commanders to their opponent.

501.3. Philosophy: Commander swapping is functionally equivalent to sideboarding in traditional constructed formats. Players are expected to understand and execute this procedure correctly, as it directly affects deck legality and provides strategic information to the opponent. The swapping mechanism is designed to add strategic depth without compromising the integrity of deck registration. Errors in this procedure undermine the competitive balance that proper commander selection provides, and players should be held accountable for maintaining the legality of their deck configuration throughout the match.

501.4. Additional Remedy: Apply the standard remedy for Tournament Error – Deck Problem as outlined in the IPG. If the violation is discovered before the game begins, correct the commander configuration immediately. If discovered during a game, follow IPG procedures for resolving deck problems during gameplay.

502. Slow Commander Selection

502.1. Infraction: Tournament Error – Slow Play or Unsporting Conduct – Stalling

502.2. A player commits this infraction when they take an unreasonable amount of time to select and reveal their commander(s) between games of a match, thereby delaying the progress of the match and potentially disadvantaging their opponent.

502.3. Philosophy: While commander selection involves legitimate strategic considerations, players are expected to make these decisions in a timely manner. The distinction between Slow Play and Stalling depends on intent: unintentional delays due to indecision constitute Slow Play, while deliberately prolonging the selection process to gain advantage (such as consuming time when ahead in games) constitutes Stalling. Judges should observe patterns of behavior and consider whether the delay serves any legitimate purpose. Players should prepare their commander selection strategy before the match ends to minimize between-game delays. The time allocated for commander swapping should be reasonable but not excessive, as the decision should be based on information already gathered during previous games.

502.4. Additional Remedy: If the infraction is Tournament Error – Slow Play, apply the standard IPG remedy including time extensions as appropriate. If the judge determines the delay is intentional (Unsporting Conduct – Stalling), issue a Disqualification and investigate whether the player was attempting to manipulate the match outcome through time advantage.

503. Failure to Properly Reveal Commanders

503.1. Infraction: Tournament Error – Communication Policy Violation

503.2. A player commits this infraction when they refuse to reveal their commander(s) at the appropriate time, reveal them in an improper sequence (such as revealing after seeing their opponent's choice when simultaneous revelation is required), or otherwise fail to communicate their commander selection clearly and in accordance with tournament procedures.

503.3. Philosophy: Commander identity is public information that opponents are entitled to know at specific points in the match structure. The revelation procedure exists to maintain competitive equity and prevent information advantages. For the first game of a match, commanders are placed face-up before shuffling. After subsequent games, simultaneous revelation ensures neither player gains an unfair advantage by selecting their commander in response to their opponent's choice. Failure to follow this procedure, whether through confusion or an attempt to gain advantage, undermines the fundamental fairness of the format. Clear communication is essential in competitive Magic, and this principle extends to commander selection procedures.

503.4. Additional Remedy: If the error has provided an unfair advantage (such as seeing the opponent's commander before making one's own choice), a backup may be considered to the point before the improper revelation. Both players should then follow the correct simultaneous revelation procedure. Judges should clearly explain the proper procedure to prevent future violations.

504. Format Rules Violation

504.1. Infraction: Tournament Error – Decklist Problem, Tournament Error – Deck Problem, or Game Play Error – Game Rule Violation

504.2. A player commits this infraction when they incorrectly apply rules from other Commander variants (such as multiplayer Commander) to Duel Commander, resulting in violations such as: tracking commander damage (which does not exist in Duel Commander), misapplying color identity restrictions, incorrectly interpreting starting life totals, or other format-specific errors.

504.3. Philosophy: Players entering a Duel Commander tournament are responsible for understanding the format's specific rules and how they differ from other Commander variants. While genuine confusion between formats is understandable given their similarities, this does not excuse violations that affect game outcomes. The appropriate penalty depends on the nature and timing of the error: errors in deck construction or registration constitute Decklist or Deck Problems, while gameplay errors fall under Game Rule Violations. Judges should educate players about format differences while enforcing the rules consistently. The competitive nature of Duel Commander requires strict adherence to its unique rules set, even when they diverge from more familiar Commander variants. Players should verify format-specific rules before tournament participation.

504.4. The specific infraction depends on when and how the error occurred. If the error stems from an illegal decklist, apply Tournament Error – Decklist Problem. If the deck's physical composition violates format rules, apply Tournament Error – Deck Problem. If the error occurs during gameplay (such as incorrectly tracking commander damage), apply Game Play Error – Game Rule Violation.

505. Commander in Deck During Presentation

505.1. Infraction: Game Play Error – Game Rule Violation or Tournament Error – Deck Problem

505.2. A player commits this infraction when their commander(s) are discovered within their library or other deck zones during deck presentation or deck checks, rather than being properly placed in the command zone before the game begins.

505.3. Philosophy: Commanders must begin the game in the command zone, as this is fundamental to the format's identity and gameplay structure. When a commander is found in the deck during presentation, this represents a significant procedural error. The distinction between penalties depends on intent and timing: if the player simply forgot to place their commander in the command zone, it is a Game Rule Violation. However, if investigation reveals the player intended to execute a commander swap but did so incorrectly (such as failing to remove the previous commander or improperly adding the new one), the infraction becomes a Tournament Error – Deck Problem as described in rule 501. Judges must investigate whether the error was a simple oversight or part of an improper swapping procedure, as this determines both the appropriate penalty and remedy.

505.4. Additional Remedy: A partial fix may be considered to return the commander(s) to their proper zone, commonly referred to as an object-in-wrong-zone correction. If discovered during deck presentation before shuffling, remove the commander(s) from the deck and place them in the command zone immediately. If discovered during a deck check or after the game has begun, apply this partial fix when possible.

505.5. If the error is discovered during or immediately after an action that moved the commander(s) to another zone (such as drawing into hand, milling to graveyard, or any other zone change), the zone change correction may still be performed: place the commander(s) in the command zone and have the player add replacement card(s) from the library or the appropriate zone to the appropriate destination zone for each commander removed. This maintains the correct number of cards affected by the action while ensuring commanders are in their appropriate zone.

505.6. If the error is part of an improper commander swap, refer to rule 501 and apply Tournament Error – Deck Problem procedures instead of the partial fix described above.