1v1 competitive duels
Face off against a single opponent in tactical, intense matches focused on competitive play and strategic decision-making.
The complete beginner's guide to Duel Commander: everything you need to build a 100-card singleton deck and play your first competitive 1v1 duel. For edge cases and full rulings, see the Comprehensive Rules.
New to Magic: The Gathering, or curious about the Duel Commander format? This guide walks you through everything you need to understand the rules, build your first competitive deck, and start playing Duel Commander in 2026.
Duel Commander is a competitive variant of Magic: The Gathering. Before starting, make sure you understand the basic rules of Magic. If you are new to MTG, we strongly recommend:
Duel Commander (also known as competitive EDH or 1v1 Commander) is a highly strategic Magic: The Gathering format where:
Face off against a single opponent in tactical, intense matches focused on competitive play and strategic decision-making.
Choose a legendary creature or planeswalker that defines your deck's strategy, colors and playstyle throughout the game.
Build a unique 100-card deck with no duplicates (singleton format), creating diverse and unpredictable games.
Start with 20 life points instead of 40 in multiplayer Commander, making games faster and more competitive.
Duel Commander is optimized for competitive 1v1 play with a focus on tournament viability, while regular Commander (also called EDH or multiplayer Commander) is designed for more casual multiplayer games with 3–4 players. Both formats share the same foundations of 100-card singleton decks with a commander, but have different banlists, life totals (20 vs 40), and strategic approaches. Key difference: Duel Commander has no commander damage rule.
Understand the 20 life total, the 100-card singleton rule, and color identity restrictions.
Select your legendary commander and learn the casting mechanics and commander tax.
Construct your first 99-card library with a proper mana curve and a clear strategy.
Start playing, learn from experience, and join the community for tips and matches.
Five steps take you from a blank page to a legal, competitive 100-card Duel Commander deck.
Your commander is the most important card in your Duel Commander deck. It defines:
Advantage: simple to build, easy manabase, budget-friendly.
Advantage: more flexibility, interesting synergies, balanced complexity.
Advantage: access to a wide range of powerful cards, versatile strategies.
For your first Duel Commander deck, prioritize a mono or two-color commander with a clear, easy-to-understand ability. This simplifies manabase construction and deck building. You can explore more complex three-color or five-color strategies later.
Search for commanders on Scryfall · Top Duel Commander decks
Your commander's color identity is one of the most important rules in Duel Commander. It determines which cards you can legally include in your deck.
You can only play cards whose mana symbols appear on your commander (including the mana cost, the color indicator and any mana symbols in the rules text).
Example: Rafiq of the Many
Rafiq costs {1}{G}{W}{U} (1 generic, 1 green, 1 white, 1 blue).
You can play: green, white, blue and colorless cards in your deck.
You cannot play: red or black cards, which are outside Rafiq's color identity.
Example: Archangel Avacyn
Front: Archangel Avacyn {3}{W}{W} (3 generic, 2 white). Back: a red Avacyn, the Purifier.
Archangel Avacyn is white, Avacyn, the Purifier is red. The color identity of the card is white and red.
You can play: white, red and colorless cards in your deck.
You cannot play: green, blue or black cards, which are outside Archangel Avacyn // Avacyn, the Purifier's color identity.
Reminder text (text in italics) and flavor text do not count toward color identity. Only look at mana symbols in costs and rules text.
In Duel Commander, each card in your 100-card deck must be unique by name (except basic lands). This is called the "singleton" rule.
It forces creativity and variety in deckbuilding, prevents overly consistent strategies, and makes each game unique and unpredictable. This is what makes Commander formats so replayable.
Now that you have your commander, it is time to build the remaining 99 cards. Here is a recommended breakdown for competitive Duel Commander:
Foundation of your mana base. Include enough lands to cast your spells consistently. For beginners, 38–40 lands is a safe average. Use dual lands, fetch lands and utility lands in multi-color decks.
Produce more mana, faster. Arcane Signet, Llanowar Elves, Nature's Lore…
Find the right cards and keep card advantage. Brainstorm, Ponder, Sylvan Library, Rhystic Study…
Answer opponent threats. Swords to Plowshares, Counterspell, Abrupt Decay, Terminate, Fatal Push…
Win the game. Powerful creatures, combo pieces, damage sources, alternate win conditions…
Flexible support pieces. Cards that synergize with your strategy and your commander's abilities.
Certain cards are banned in Duel Commander for competitive balance reasons. Before finalizing your deck, make sure you are not using any prohibited card.
The Duel Commander banlist is updated regularly by the format committee. Remember to check it before each tournament or competitive event.
From the opening hand to the last point of damage: how a Duel Commander game actually plays out.
If you mulligan, you draw 7 cards, then put cards from your hand on the bottom of your library equal to the number of times you have mulliganed. First mulligan = put 1 card back, second mulligan = put 2 cards back, and so on. This replaced the Vancouver mulligan in 2019.
You can cast your commander from the command zone as if it were in your hand, whenever you have priority to cast it (typically during your main phase).
Each time you cast your commander from the command zone after the first time:
If your commander dies or is exiled, you can choose to put it in the command zone after it entered the exile zone or the graveyard. If it goes to your library or returns to your hand, you can choose to put it back in the command zone instead. The commander tax still increases for each time you have cast it from the command zone.
You can choose to return your commander to the command zone as a replacement effect when it would go to:
Start with 20 life instead of 40 in multiplayer Commander. Games are faster, more intense and more competitive.
In Duel Commander there is no victory by dealing 21 combat damage with your commander. You win by reducing your opponent to 0 life or through alternate win conditions only.
Tournament matches are played as best of 3 games (first player to win 2 games wins the match), similar to Modern or Legacy structure.
Between games in a match you can change commanders, provided it stays legal within your deck's color identity. This adds a sideboarding element.
Some legendary creatures have special keywords that allow you to have two commanders instead of one.
Can pair with any other creature with the Partner keyword (e.g. Tymna + Thrasios).
Can only pair with a specific named partner (e.g. Will + Rowan).
Can pair with any other creature with Friends Forever (from Secret Lair Drop Series: Stranger Things).
Can pair with any Background enchantment as a second commander.
You have 98 cards in your library instead of 99. Both commanders start in the command zone. Your color identity is the combination of both commanders' color identities. However, you can only cast one commander directly from the command zone per game.
Companions are cards that start outside the game in your sideboard and can be brought into your hand once during the game by paying {3}.
Some companions like Yorion, Sky Nomad do not work in Duel Commander because they require more than 100 cards in your deck. Always check companion restrictions carefully.
Q: Does reminder text (in italics) count for color identity?
No. Reminder text does not count. For example, Blind Obedience mentions {B} in its Extort reminder text, but its color identity is still only white.
Q: Do double-faced cards count both sides?
Yes, except for meld cards. Garruk Relentless is green on the front but has a black back face (Garruk, the Veil-Cursed), so its color identity is green and black.
Q: Can I produce mana outside my color identity during the game?
Yes. You can produce and spend mana of any color during gameplay. The color identity restriction only applies to which cards you can include in your deck during deck construction.
Q: What about hybrid mana symbols?
Hybrid mana counts as both colors for color identity. A card with {W/U} in its cost or text is both white and blue for color identity purposes.
Q: What about Phyrexian mana?
Phyrexian mana symbols count for color identity even though you can pay life instead. For example, Dismember has {1}{B/P}{B/P} and counts as black for color identity.
Yes. You can produce and use mana of any color during gameplay. For example, if someone plays Urborg, Tomb of Yawgmoth, your Mountains can produce black mana and you can use it. Color identity only restricts which cards you can include in your deck during construction.
No. Only mana symbols in the casting cost, color indicators and rules text count for color identity. Reminder text (italicized) and flavor text are completely ignored.
Yes. Cards with Partner, Partner With, Friends Forever, or Choose a Background all work in Duel Commander. You will have two commanders starting in the command zone and 98 cards in your library. However, you can only cast one commander directly from the command zone during a game. To play the second commander you will need to find another way, like drawing or tutoring it.
No. There is no traditional sideboard in Duel Commander. However, you can change commanders between games in a match, as long as the new commander is legal within your deck's color identity. You can also use a companion outside your deck.
When your commander spell is countered, it goes to your graveyard. At that point you can choose to return it to the command zone as a state-based action. The commander tax still increases, because casting it from the command zone increases the tax, not resolving it.
No. Unlike multiplayer Commander, Duel Commander does not have the 21 commander damage rule. You can only win by reducing your opponent to 0 life or through alternate win conditions like Thassa's Oracle or Laboratory Maniac.
Check our complete FAQ page for more complex cases and detailed rulings. You can also consult the comprehensive rules document or ask questions in the Duel Commander Discord community.
You now have all the essential knowledge to build your first Duel Commander deck and start playing competitively. Here are your next steps.
Browse Scryfall or MTGTop8 to find a commander that matches your playstyle.
Follow this guide's recommendations to assemble your singleton deck with a proper mana curve and strategy.
Join a local game store, find a Duel Commander club, or play online on MTGO, Cockatrice or SpellTable.
Play games, learn from mistakes, and gradually improve your deck based on your meta and experience.
Do not hesitate to ask questions, share your decklists, and take part in tournaments and discussions. The Duel Commander community is welcoming and here to help you improve.