Commander is Magic's most popular way to play with friends. Here are the rules that set it apart from a regular game, explained with examples.
A practical starting template for a 100-card Commander deck: how many lands, ramp, card draw, removal and threats, and how to adjust it for your commander.
Why 37 to 38 lands is the usual starting point, how many ramp, draw and removal cards to play, and how many sources of each color you need, with the probability math worked out.
How Wizards of the Coast's 1-to-5 bracket system describes a Commander deck's power, what Game Changers are, and how to place your own deck.
How many lands to play in a Commander deck, how many sources of each color you need, and which lands to choose on any budget.
The short conversation before a Commander game, often called Rule 0, that makes games fun for everyone. What to say, what to ask, and how to handle a mismatch.
Preconstructed Commander decks are a great start. Here's how to find the weak spots and upgrade one step by step, without spending much.