Home / Rules / Comprehensive Rules

Comprehensive Rules

The complete official rules of the Duel Commander format: deck construction, gameplay, tournament structure and judging. For introductory material, start with the Quick Rules.

Version 2026.07.24 · Last updated July 24, 2026

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 Coastâ„¢. Legal statements from Wizards of the Coast take precedence over this document in all matters.

01

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 Any other document found online should be considered potentially outdated or unofficial.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.org/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.

105.2. The Banned and Restricted list published by the Committee determines which cards are legal in Duel Commander, whether or not a card is available on Magic: The Gathering Online (see rule 304.1).

105.2a. Magic: The Gathering Online may be unable to offer every card that is legal in Duel Commander, whether for legal, technical, or other reasons. The absence of a card from the software does not change its legality.

Example A player finds that a card legal in Duel Commander is not available on Magic: The Gathering Online. The card's absence from the software has no effect on the Banned and Restricted list.

105.3. The rules in this document apply to every game of Duel Commander, whether or not Magic: The Gathering Online enforces them.

105.3a. Magic: The Gathering Online may implement the rules of the game incompletely, or differently from this document. This does not change the existence of those rules or the need to apply them.

Example A player relies on a Duel Commander rule that Magic: The Gathering Online does not implement. That rule still exists, and that player applies it in games played away from the software.

105.4. A player who plays Duel Commander on Magic: The Gathering Online accepts that the software is a simulation, and that it may not fully reflect how the Committee manages and maintains the format (see rule 102.1).

02

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. A decklist shows 99 cards plus 1 commander, or as modified by the partner mechanics (see rule 301.1), and may also list a companion, which is separate from the deck (see rules 206.3 and 302.3).

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 can't be listed. Cards banned as commander only can't be listed as commanders. Cards banned as companion only can't be listed as companions. Attraction decks can't be used or listed. Dungeon cards need not be listed as they are treated as tokens.

03

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.

301.4. A card can have an ability that modifies the deck construction rules of this section, such as an ability with the Rulebreaker ability word. Such an ability applies while a player builds their deck, and a deck that satisfies the modified rules is legal.

Example A player chooses Tolabow, Loch Rascal as their commander. Its Rulebreaker ability lets their deck contain instant and sorcery cards of one color that is not in that commander's color identity, and any basic land cards. Every other card in that deck must still conform to the commander's color identity, the deck still contains exactly 100 cards, and no banned card becomes legal.

301.4a. An ability that modifies deck construction applies only if that card is used in the way the ability requires. An ability worded for a commander applies only if that card is one of that player's commanders.

301.4b. Such an ability modifies only what it states. Every other deck construction rule continues to apply, including the deck size in rule 301.1, the singleton rule in rule 301.2, and the color identity in rule 301.3 for every card the ability does not cover.

301.4c. An ability that modifies deck construction never makes a card legal that rule 304 or rule 305 excludes. The Banned and Restricted list applies to every deck.

302. Sideboard and Special Cards

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

302.2. The companion ability functions in Duel Commander. A player may list a card outside their deck as their companion if their deck satisfies the condition stated by that card's companion ability, and if that card is banned neither as companion only (rule 304.2b) nor in Duel Commander (rule 304.2c).

302.3. Dungeon cards and companion cards are considered separate from the deck. Nontraditional 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 as commander only (rule 304.2a) or banned in Duel Commander (rule 304.2c) can't be chosen as commanders.

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.org/banlist. This list may be updated at major set releases or when cards threaten format diversity.

304.2. Three restriction categories exist. A card's category is determined by the Banned and Restricted list referenced in rule 304.1.

304.2a. Banned as commander only: the card can't be chosen as a commander, but may be included in the 99.

304.2b. Banned as companion only: the card can't be used with the companion ability, but may be chosen as a commander and may be included in the 99.

304.2c. Banned in Duel Commander: the card can't be used in any way, including as a commander, in the 99, or with the companion ability.

305. Generally Banned Cards

305.1. A card may be used only if it is legal in a paper sanctioned MTG format. Cards that may not be used include, but are not limited to: gold-bordered cards, silver-bordered cards, cards with an acorn holofoil stamp, conspiracy cards, cards with a nonstandard Magic back, square-cornered cards, oversized cards, nontraditional Magic cards (Planechase, Archenemy, Vanguard), cards Wizards of the Coast has marked offensive, sticker sheets, Attraction cards, and digital-only cards.

305.2. A card that refers to ante may not be used.

305.3. A card whose instructions require physical dexterity, such as Chaos Orb or Falling Star, may not be used.

305.4. Shahrazad may not be used. Resolving it starts a subgame, which the match structure and time limits of the format don't support.

306. Nontraditional Magic Cards

306.1. Duel Commander uses traditional Magic cards. A nontraditional Magic card, as described in MTG Comprehensive Rules 108.2a, may be used only where this article allows it.

306.2. Dungeon cards may be used. A dungeon card is a nontraditional Magic card, it is separate from a player's deck (see rule 302.3), and it need not appear on that player's decklist (see rule 206.4).

306.2a. A dungeon card begins outside the game. The venture into the dungeon keyword action brings it into the game and puts it into the command zone, as described in MTG Comprehensive Rules 309.2. This is an exception to rule 406.1: an effect that instructs a player to venture into the dungeon functions normally in Duel Commander.

Example A player ventures into the dungeon for the first time in a game. They own no dungeon card in the command zone, so they choose a dungeon card they own from outside the game and put it into the command zone. Rule 406.1 doesn't stop this.

306.2b. Nothing other than the venture into the dungeon keyword action brings a dungeon card into the game. An effect that would do so has no effect on that card, in accordance with MTG Comprehensive Rules 309.2d.

306.3. Attraction cards may not be used, and no player may have an Attraction deck (see rule 206.4).

306.4. Sticker sheets may not be used, and no player may have one. The game start step that would provide them doesn't apply (see rule 401.6).

04

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. This is an exception to MTG Comprehensive Rules 103.4c. An effect that modifies a starting life total applies normally.

401.2. Duel Commander uses the mulligan procedure defined in MTG Comprehensive Rules 103.5.

401.2a. No mulligan is free. MTG Comprehensive Rules 103.5c applies only to multiplayer games and Brawl games; Duel Commander is a two-player game (see rule 201.1), so the first mulligan counts normally.

401.3. A game of Duel Commander begins with the steps described in rules 401.3a through 401.3g, performed in order. Except as modified by rules 401.4 through 401.6, follow MTG Comprehensive Rules 103.

401.3a. The starting player is determined (see rule 401.4).

401.3b. Each player who uses a companion reveals it, as described in MTG Comprehensive Rules 103.2b.

401.3c. Each player puts their commanders face up into the command zone, as described in MTG Comprehensive Rules 103.2c. This step applies to every game of a match, not only the first. After the first game, which commanders a player puts into the command zone is determined by the commander swapping procedure (see rule 407).

401.3d. Each player shuffles their library, as described in MTG Comprehensive Rules 103.3.

401.3e. Each player draws their starting hand, as described in MTG Comprehensive Rules 103.5.

401.3f. Each player declares whether they take a mulligan, as described in MTG Comprehensive Rules 103.5 and rule 401.2.

401.3g. Each player may take actions from their opening hand, as described in MTG Comprehensive Rules 103.6.

401.4. The starting player is determined as described in MTG Comprehensive Rules 103.1. In a match of several games, the loser of the previous game chooses who takes the first turn. This determination happens before commanders are revealed or put into the command zone.

401.5. The player who takes the first turn skips the draw step of their first turn, in accordance with MTG Comprehensive Rules 103.8a. MTG Comprehensive Rules 103.8c applies only to multiplayer games and doesn't apply to Duel Commander.

401.6. MTG Comprehensive Rules 103.2d (sticker sheets), 103.2e (conspiracy cards), and 103.7 (Planechase) don't apply in Duel Commander. In MTG Comprehensive Rules 103.2a, the sideboard provision doesn't apply (see rule 302.1) and the substitute card provision applies normally.

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 nontraditional objects (Planechase planes, Archenemy schemes, emblems), they do not share rules. Only eligible commanders can use command zone rules.

402.3. Game start procedures are covered by rules 401.3 through 401.6.

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

Example A player using Command Beacon to put one of their commanders into their hand doesn't change which of their commanders may be cast from the command zone.

404.2. Once a player has cast one of their commanders from the command zone, that player's other commanders can't be cast from the command zone. This restriction applies per player and never prevents a player from casting their own commander from the command zone.

Example A player casts Yoshimaru, Ever Faithful from the command zone. That player can no longer cast their partner commander from the command zone, but may still cast it from another zone (see rule 404.3). Their opponent's commanders are unaffected.

404.3. A player's other commanders remain subject to MTG Comprehensive Rules section 903.9 and may be cast from other zones.

404.4. A commander a player casts from a zone other than the command zone doesn't count toward that player's limit in rule 404.1.

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. Parts of abilities that bring cards from outside the game do not function in Duel Commander. These abilities can be resolved (these cards can be played, these abilities can be activated or triggered) but the part that puts cards from outside the game into the game has no effect.

Example A player casts Turtles Forever, an instant which says "Search your library and/or outside the game for exactly four legendary creature cards you own with different names, then reveal those cards. An opponent chooses two of them. Put the chosen cards into your hand and shuffle the rest into your library." While it resolves, that player can reveal cards from outside the game and their opponent can include those cards in the choice. Chosen cards that are part of the game are put into that player's hand; chosen cards from outside the game are not, and no card from outside the game is shuffled into their library.

406.2. Companion ability is not affected by rule 406.1 as companions reference themselves. The venture into the dungeon keyword action is likewise not affected (see rule 306.2a). No other ability brings a card from outside the game into the game.

407. Commander Swapping

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

407.2. After the first game, players reveal commanders simultaneously (either face-up immediately or face-down then turned up together), then put them into the command zone before shuffling. This revelation happens after the starting player has been determined (see rule 401.4).

407.2a. Each player decides privately which commanders they will use for the coming game. Which commanders a player uses, how many they use, and whether they change anything at all is hidden information until the simultaneous revelation.

407.2b. A player's decision can't be based on any part of their opponent's decision for the same game, and can't be changed in response to it.

407.2c. Once commanders have been revealed, a player's decision is final for that game and can't be modified.

Example A match is at one game each. The loser of the previous game chooses who takes the first turn (see rule 401.4). Each player then privately decides which commanders they will use: one keeps the two partner commanders from the previous game, the other replaces their two partner commanders with a single commander from their decklist. Neither learns anything about the other's decision before both reveal simultaneously, and neither may change their decision afterwards.

407.2d. Concealment covers how many commander cards a player has chosen as well as which cards they are. Placing cards face down isn't sufficient when the number of cards is itself visible; a player conceals their choice, for example under a life pad or a sheet of paper, until both players reveal.

Example A player used a single commander in the previous game and decides to use two partner commanders. Placing two cards face down would show that they changed the number of commanders, so they conceal their choice until both players reveal at the same time. How many cards they chose was hidden information until that moment.

407.2e. No player may be required to reveal before their opponent. Turn order grants no priority here: simultaneous revelation means both players receive the same information at the same time.

Example A player asks their opponent to reveal first because that opponent takes the first turn. This isn't allowed: turn order grants no priority in the revelation, and both players must receive the same information at the same time.

407.2f. If the players can't agree on a procedure that keeps the revelation simultaneous, they should call a judge.

407.3. A player's commanders must be legal for that game. Only commanders listed on that player's decklist may be used, and every card in that player's deck must conform to the color identity of the commanders they choose (see rule 301.3).

407.3a. The color identity of a player's commanders may differ from one game to the next, as long as every card in that player's deck conforms to the color identity of the commanders they choose.

Example A player used a commander whose color identity is Azorius in the previous game and swaps to a commander from their decklist whose color identity is Esper. This is legal as long as every card in their deck conforms to the new color identity.

407.3b. A player may change how many commanders they use from one game to the next, as long as the resulting choice is legal.

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

407.5. A restarted game uses the same commanders as the previous game. A player may not swap commanders for a restarted game.

408. Commander in Hidden Zones

408.1. A commander retains its commander designation in all zones, including hidden zones, as defined by MTG Comprehensive Rules 903.3. That designation being a property of the physical card doesn't, by itself, make the card's identity known, trackable, or identifiable while it's in a hidden zone or exiled face down.

408.2. The state-based action defined in MTG Comprehensive Rules 903.9a applies to a commander exiled face down only if that card is identified to its owner (see rule 408.3) at the time state-based actions are checked following the exile. Otherwise, that state-based action doesn't apply and the card remains exiled face down. This is an exception to MTG Comprehensive Rules 903.9a.

408.2a. Information gained after that state-based action check doesn't retroactively allow the card to be put into the command zone. The choice exists only during the check immediately following the zone change.

408.3. A face-down exiled card is identified to a player if and only if its identity can be determined with certainty using only information made available to that player by the rules of the game or by the resolution of spells and abilities, together with the logical consequences of the public sequence of game events since the card's position was last known.

408.3a. A player's memory, deduction from incomplete information, estimation of probability however high, or physical observation not granted by a rule or effect never causes a card to be identified. A card is identified or it isn't; there is no partial identification.

408.3b. When an effect involves several cards and exiles one or more of them face down, an exiled card is identified only if public information determines which specific exiled card it is. Knowing that a commander was among the cards looked at, or among the cards exiled, isn't sufficient.

408.3c. Any instruction to shuffle or randomize a library causes the position of every card in that library to become undetermined, regardless of how the shuffle is physically performed.

408.4. No player is required to reveal, confirm, or deny that a face-down exiled card is a commander, or to provide any information about cards they were instructed to look at, beyond what the resolved effect itself makes public.

408.5. A face-down commander on the battlefield remains identifiable as a commander to all players at all times, in accordance with MTG Comprehensive Rules 708.6 and 903.3. Rules 408.2 through 408.4 don't apply to the battlefield.

408.6. The following examples illustrate rules 408.2 through 408.5.

Example A player's commander is in their library. Their opponent casts Siphon Insight, looks at the top two cards, and exiles the commander face down. Public information doesn't determine which of the two cards was exiled. The state-based action doesn't apply and the card remains exiled face down.

Example A player's commander is put on top of their library by Memory Lapse. Their opponent then casts Siphon Insight and exiles one of the top two cards face down. Although the commander's position was public, public information doesn't determine which of the two cards was exiled. The state-based action doesn't apply.

Example A player's commander is put third from the top of their library by Teferi, Hero of Dominaria. That player draws a card. Their opponent then casts Siphon Insight and exiles one of the top two cards face down. The state-based action doesn't apply, for the same reason as in the previous example.

Example A player's commander is put on top of their library by Memory Lapse. Their opponent then exiles the top card of that library face down with an effect that exiles only that card. Public information determines which card was exiled. The state-based action applies and the commander's owner may put it into the command zone.

Example The top card of a player's library is revealed to all players by Courser of Kruphix and is that player's commander. An effect exiles that card face down. Public information determines which card was exiled. The state-based action applies.

Example An opponent casts Gonti, Lord of Luxury, looks at the top four cards of a player's library, and exiles that player's commander face down. The state-based action doesn't apply.

Example An opponent exiles the top two cards of a player's library face down, then later plays one of them, which isn't that player's commander. The remaining card's identity is now determined, but state-based actions were checked when the cards were exiled. Rule 408.2a applies and the commander can't be put into the command zone.

Example A player's commander is manifested face down onto the battlefield. It remains identifiable as a commander to all players. Rule 408.5 applies and nothing in rules 408.2 through 408.4 changes this.

05

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.

Changelog

Version 2026.07.24 replaces version 2025.09.29 and takes effect on July 24, 2026. This section lists every substantive change, grouped by the rules it affects.

A note on numbering. Numbers in this document are derived from the order of its rules, so removing a rule closes the gap and shifts everything after it. Three things move published numbers in this version. Rule 406.3 is gone, and that number no longer resolves. The old rule 407.2 is gone, so every rule after it in article 407 moved up one: what was 407.3 is now 407.2, what was 407.4 is now 407.3, and so on to the end of the article. And examples no longer carry a number of their own, so the numbers they used to occupy no longer resolve either, 404.5 among them. Everywhere else the additions below were made as lettered sub-rules or appended at the end of an article, so those numbers still point at the same text.

Examples are no longer numbered. An example used to take the next number in its article, as though it were a rule: in version 2025.09.29 the Command Beacon illustration was published as rule 404.5. An example now carries the number of the rule it illustrates, sits indented under it, and is labelled as an example, so inserting or removing one can never shift a rule again. Examples that had been appended at the end of their article were moved under the rule they actually illustrate. The document is also indented by level throughout: a rule sits one step in from its article, a lettered sub-rule one step further, and an example one step further than the rule it belongs to.

Address of the Banned and Restricted list (102.2, 304.1). Both rules pointed at duelcommander.com. They now point at duelcommander.org/banlist.

The companion on a decklist (206.1). The rule said a decklist shows 99 cards plus 1 commander, or as modified by partner mechanics, which left out the companion. Rule 206.3 already allows a 101st card for it, so the two rules disagreed about how many lines a legal decklist can have. Rule 206.1 now states that a decklist shows 99 cards plus 1 commander, or as modified by the partner mechanics (see rule 301.1), and may also list a companion, which is separate from the deck (see rules 206.3 and 302.3). The companion is stated separately from partner because it works differently: partner changes the composition of the 100 cards, while a companion sits outside the deck and is listed in addition to it.

Restriction categories (304.2, new 304.2a to 304.2c). Rule 304.2 no longer packs the three categories into one sentence: each is now its own rule. The second category also changed meaning. What was "banned in deck only", a category that contained no cards, is now "banned as companion only". The categories are banned as commander only (304.2a), banned as companion only (304.2b), and banned in Duel Commander (304.2c).

Abilities that modify deck construction, new 301.4 to 301.4c. Cards have started to carry abilities that change how a deck may be built, under the Rulebreaker ability word. Article 301 said a deck must conform to the commander's color identity and left no room for a card to say otherwise, so a judge reading only the rules would have had to call such a deck illegal. A new rule 301.4 states that such an ability applies while a player builds their deck and that a deck satisfying the modified rules is legal. Its sub-rules bound it: the ability applies only if the card is used the way it requires (301.4a), it modifies only what it states and every other deck construction rule still applies (301.4b), and it never makes a banned card legal (301.4c).

References to those categories (206.4, 302.2, 303.2). Rule 206.4 now states that a card banned as companion only can't be listed as a companion. Rule 302.2 conditions the use of a companion on that card being banned neither as companion only nor in Duel Commander. Rule 303.2 cites the categories by number instead of describing them.

Magic: The Gathering Online, new 105.2 to 105.4. Article 105 held one rule, that software-managed rules take precedence on the platform, and left two things a player could misread: whether the software's card pool or its rules enforcement change the format itself. They do not. New rule 105.2 states that the Banned and Restricted list determines card legality (see rule 304.1) whether or not a card is available on the software, and 105.2a states that the software may be unable to offer every legal card without changing any card's legality. New rule 105.3 states that the rules in this document apply to every game whether or not the software enforces them, and 105.3a that the software may implement them incompletely or differently without changing their existence or the need to apply them. New rule 105.4 states that a player who plays there accepts the software is a simulation that may not fully reflect how the Committee maintains the format (see rule 102.1). Each of the two limitations carries an example. Rule 105.1 is unchanged.

Wording brought into line with the Comprehensive Rules (302.2, articles 305 and 306, 401.1). Several rules were written as notes rather than as rules: "Companion ability is valid", "Dungeons are accepted", "Ante cards are excluded", "Stickers are not accepted". The Comprehensive Rules never call a thing valid, accepted or excluded; they state what is true and what a player may or may not do, and a rule phrased as a verdict leaves the mechanics unsaid. Rule 302.2 now states that the companion ability functions and under what conditions a player may list a companion. Rules 305.1 to 305.4 and 306.1 to 306.4 now state what may and may not be used, each pointing at the rule that carries the detail rather than restating it. Rule 401.1 no longer says that effects modifying starting life totals "are valid". The meaning is unchanged throughout, with one exception: rule 305.4 said Shahrazad was excluded "for structural reasons", which named no reason, and now states the reason, that resolving it starts a subgame. Article 306 was retitled "Nontraditional Magic Cards", since a dungeon card and an Attraction card are both cards, and the document now spells "nontraditional" the way MTG Comprehensive Rules 108.2a does.

Casting commanders, scoped to each player (404.1 to 404.4). These rules read as though the restriction on casting a commander from the command zone applied to the table rather than to each player. They now say it plainly: the limit is per player, and one player casting a commander never prevents their opponent from casting theirs. Rule 404.2 states this directly, and a new example sits under it. The existing Command Beacon example was rescoped to a player's own commanders and moved under 404.1, the rule it illustrates.

Starting a game (401.1, 401.2, new 401.2a, new 401.3 to 401.6, 402.3). Rule 401.1 now states that the 20 life total is an exception to MTG Comprehensive Rules 103.4c. Rule 401.2 named the London Mulligan; it now cites the mulligan procedure of MTG Comprehensive Rules 103.5, and a new rule 401.2a states that no mulligan is free, since the provision granting a free first mulligan applies only to multiplayer and Brawl games. A new rule 401.3, with steps 401.3a to 401.3g, sets out the order in which a game begins. New rules 401.4 to 401.6 cover the determination of the starting player, the skipped draw step on the first turn, and the MTG Comprehensive Rules provisions that don't apply in Duel Commander. Rule 402.3 now points at this sequence rather than at MTG Comprehensive Rules 103.2.

Dungeon cards, new 306.2a and 306.2b. The document allowed dungeon cards without ever saying how one reaches the game, and that silence collided with article 406. A dungeon card begins outside the game, and rule 406.1 says that parts of abilities bringing cards from outside the game do not function, so the two rules together said a player may use dungeon cards but can never bring one in. Rule 406.2 made it worse by asserting that the companion ability was the sole ability that brings a card from outside the game, which the venture into the dungeon keyword action contradicts. Rule 306.2a now states that venture into the dungeon brings the card in and puts it into the command zone, as an explicit exception to 406.1, with an example. Rule 306.2b states that nothing else brings a dungeon card into the game. Rule 406.2 no longer claims companion is the only such ability and points at 306.2a.

Cards from outside the game (406.1, 406.2, removal of 406.3). Rule 406.1 said that effects bringing cards from outside the game do not function. The rule now reaches any ability that has a component going outside the game, and only that component fails: the spell or ability itself still resolves normally. A new example works through Turtles Forever. Rule 406.2 adds that the companion ability is the sole ability that brings a card from outside the game into the game. Rule 406.3, which stated that only commander swapping was allowed between rounds, was removed as incorrect: it conflicted with rule 407.1, which allows swapping after each game of the same round. The new example was placed under 406.1 rather than appended, so that no unrelated rule inherits the retired number 406.3.

Commander swapping, part one: the removal (old 407.2). The old rule 407.2 required players to put their commanders face up into the command zone before shuffling, for the first game of each round. The new rule 401.3c states that same duty for every game of a match and defers to article 407 for which commanders are used after game one, so 407.2 had become a narrower restatement of a rule that already covered it. It was removed, and every rule after it in the article moved up one number.

Commander swapping, part two: the revelation (407.2, new 407.2a to 407.2f). Rule 407.2, previously numbered 407.3, now states that the revelation happens once the starting player has been determined, and that commanders go into the command zone before shuffling. New rules 407.2a to 407.2c make the choice hidden information: each player decides privately, a decision can't be based on the opponent's, and it is final once revealed. New rules 407.2d to 407.2f follow a judge ruling: concealment covers how many commander cards a player chose and not only which ones, so placing cards face down isn't sufficient when the number of cards is itself visible; no player may be required to reveal first, and turn order grants no priority; players who can't agree on a procedure that keeps the revelation simultaneous should call a judge. Three examples illustrate these rules.

Commander swapping, part three: color identity (407.3, new 407.3a and 407.3b). Rule 407.3, previously numbered 407.4, carried a factual error: it stated that color identity could not change between games. It can. What must hold is that every card in a player's deck conforms to the color identity of the commanders they choose. The rule now states that constraint, and new rules 407.3a and 407.3b confirm that both the color identity and the number of commanders may change from one game to the next. An example illustrates the color identity change.

Restarted games (407.5). The rule covered "restarted games and subgames" and pointed them at "the main game". Subgames no longer have anything to govern: the only card that starts one in tournament play is Shahrazad, and rule 305.4 now states plainly that it may not be used. A rule that covers nothing invites a judge to wonder what it is for. "The main game" was also the wrong reference point, since a restart has no main game beside it, only the game it replaces. The rule now covers restarted games and points at the previous game, scoped to the player like the rest of the article.

Commander in hidden zones (new article 408). A new article covers a commander in a hidden zone or exiled face down. It defines when a face-down exiled card is identified to a player (408.3), limits the state-based action of MTG Comprehensive Rules 903.9a to cards that are identified (408.2), states that no player is required to reveal, confirm or deny that a face-down exiled card is a commander (408.4), and confirms that a face-down commander on the battlefield stays identifiable to everyone (408.5). Rule 408.6 collects eight examples, built on Siphon Insight, Memory Lapse, Teferi, Hero of Dominaria, Courser of Kruphix and Gonti, Lord of Luxury.

Document information

Version2026.07.24
Last updatedJuly 24, 2026

This document represents the complete official rules for Duel Commander. All players, judges, and tournament organizers should use it as their primary reference.