In a game of Magic: The Gathering, the rules for using the MTG Commander Companion are that you can choose one card from the companion zone at the start of the game, and follow any specific rules or restrictions listed on that card. The companion card must also follow the deck-building rules for the Commander format.
In Magic: The Gathering, the rules for commander companions state that you can have one companion card in your sideboard that follows specific deck-building restrictions. You can cast your companion from outside the game if you meet its conditions, and it starts the game in your sideboard.
In Magic: The Gathering, the commander color identity is determined by the colors of mana symbols in the card's mana cost and rules text. The commander's color identity includes all colors in its mana cost and any color symbols in its rules text.
In Magic: The Gathering Commander format, when a card is exiled, it can usually be returned to its owner's hand or graveyard. However, some cards may have specific rules that prevent them from being returned in this way.
In Magic: The Gathering, the rules for choosing a commander color are based on the color identity of the commander card. The color identity includes all colors in the mana cost and any colored symbols in the card's rules text. Players must choose a commander that matches the color identity of the deck they want to build.
In Magic: The Gathering, a commander can be exiled if a card or effect specifically states to exile it. Additionally, if a commander would be put into a graveyard or hand from anywhere, its owner can choose to put it into the command zone instead.
In Magic: The Gathering, the Commander Zone is where your commander card stays when it's not on the battlefield. You can cast your commander from the Commander Zone, and if it would go to any other zone, like your hand or graveyard, you can choose to put it back in the Commander Zone instead. You can look at your commander at any time, and other players can't.
In Magic: The Gathering, if a commander is exiled, it can be put into the command zone instead. This allows the player to cast it again by paying an additional 2 mana for each time it has been put into the command zone from exile.
In Magic: The Gathering, companions are special cards that have specific deck-building rules. Players can only have one companion and must follow the companion's deck-building requirements. Companions impact gameplay by providing additional strategic options and creating new deck-building challenges for players to consider.
In Commander games, the rules for using MTG Companion are that the companion card must be in your sideboard at the start of the game and you can cast it from there once during the game.
The colorless commander rules in Magic: The Gathering allow players to use colorless cards as their commander. This impacts deck building by opening up new strategies and card choices that don't rely on specific colors. In gameplay, colorless commanders can lead to unique and versatile decks that can surprise opponents with their abilities and interactions.
In Magic: The Gathering, commander damage is a rule that tracks damage dealt by a player's commander to another player. If a player's commander deals a total of 21 or more combat damage to a player over the course of the game, that player loses the game. This damage is separate from regular combat damage and only counts when dealt by a commander.
In Magic: The Gathering, non-basic lands are subject to certain rules. Players can have any number of non-basic lands in their deck, but they must follow the color identity of their commander in Commander format. Non-basic lands also have specific abilities and restrictions that may affect gameplay.