A brief Description of the Commander EDH Play Style by Michael Rose
Commander EDH is a specialized type of game play that requires a special deck. This deck must be 99 cards in total with each card being unique; there can be no repeats outside of basic lands. You deck must also include a Commander card, which is NOT shuffled in. The commander must be a legendary creature. From there, your creatures in your deck may not be any color that your Commander is not. For example, take the idea of you having Memnarch as your commander. If you were to do this, you could not have any spells in your deck that were Red, Green, White or Black, which leaves you only with Blue.
The game starts out like normal game play, with only a few things being changed. The first is that any time you could play your commander normally, you may play them for their mana cost PLUS two extra mana for each time they have been cast from the Commander zone. Any time your commander would be sent to the graveyard or exiled, it instead returns to the commander zone. Also, each player begins game play with 30 life, instead of the normal 20. Players win and lose in the same ways as in normal play, but if a player takes 21 or more combat damage from a commander, it is an instant loss regardless of life total or if it is regained through spells.
Personally, this is a fun style of game play as it allows more types of combos and makes the creation of a deck more challenging due to the color and duplicate restrictions.
Commander EDH is a specialized type of game play that requires a special deck. This deck must be 99 cards in total with each card being unique; there can be no repeats outside of basic lands. You deck must also include a Commander card, which is NOT shuffled in. The commander must be a legendary creature. From there, your creatures in your deck may not be any color that your Commander is not. For example, take the idea of you having Memnarch as your commander. If you were to do this, you could not have any spells in your deck that were Red, Green, White or Black, which leaves you only with Blue.
The game starts out like normal game play, with only a few things being changed. The first is that any time you could play your commander normally, you may play them for their mana cost PLUS two extra mana for each time they have been cast from the Commander zone. Any time your commander would be sent to the graveyard or exiled, it instead returns to the commander zone. Also, each player begins game play with 30 life, instead of the normal 20. Players win and lose in the same ways as in normal play, but if a player takes 21 or more combat damage from a commander, it is an instant loss regardless of life total or if it is regained through spells.
Personally, this is a fun style of game play as it allows more types of combos and makes the creation of a deck more challenging due to the color and duplicate restrictions.