Companions in Commander!
Let’s go over using a companion in your commander deck in Magic the Gathering! Enjoy! #mtg #mtgcommander #mtgcommunity #wizardsofthecoast #mtgrules
When companions first hit the Magic: The Gathering scene, I remember a lot of confusion, especially about how they'd integrate into the unique world of Commander (EDH). It felt like a whole new layer of deck-building strategy, and honestly, it took me a while to wrap my head around it all! But once you understand the core mechanics and the specific rules for Commander, companions can become an incredibly powerful and consistent part of your strategy. First off, what is a companion in MTG Commander? Essentially, it's a creature card that starts outside your deck, in your sideboard (or command zone for practical purposes in casual games), and you can cast it directly from there, but only if your deck meets a specific, often very restrictive, condition. The beauty of this is its consistency – you always have access to a specific card, which is a huge advantage in a format known for its singleton nature and randomness. I often think of it as having a guaranteed 8th card in your opening hand, which is pretty wild! Let's talk about those crucial deck-building restrictions, because this is where the real challenge and fun begin. Each companion card has a unique condition that your starting deck (before any mulligans) must satisfy. For example, some companions require that "each permanent card in your starting deck has converted mana cost 2 or less." Imagine building an entire 99-card deck (plus your commander!) where every single land, artifact, enchantment, and creature follows this rule. It sounds daunting, but it opens up some really interesting low-to-the-ground strategies. Another common restriction is based on creature types, like "each creature card in your starting deck is a Cat, Elemental, Nightmare, Dinosaur, or Beast card." This pushes you towards very focused tribal or creature-type synergy decks, which can be super fun in Commander. I've even seen companions that require "cards with even converted mana costs" for every non-land card, which makes for some truly unique deck construction puzzles. The key takeaway is that these restrictions apply to your entire starting deck, not just the non-land cards, and they must be met before the game even begins. If you meet the requirement, you declare that card as your companion, and it sits outside the game. You can then cast it once from outside the game. Keep in mind, when you cast a companion, it follows all the normal rules for casting spells, including paying its mana cost and commander tax if it somehow becomes your commander (though that's a rare scenario for typical companions). They also count towards your color identity for deck-building purposes, just like your commander. Experimenting with companions has completely changed how I approach certain deck ideas. It's not just about finding a powerful card, but about embracing a unique deck-building challenge that rewards you with incredible consistency. Have you tried building around a companion in Commander? What restrictions have you found most challenging or rewarding?











































































Can you do monstrosity? Still haven’t figured out when I can pay it or if I pay it or plus the man’s cost or just the monstrosity cost alone