In the Commander format of Magic: The Gathering, a player loses the game if they have been dealt 21 or more combat damage by the same commander over the course of the game. This damage is tracked cumulatively across all games within a match. For instance, if a player takes 15 damage from a specific commander in the first game and then 6 from the same commander in the second, that player loses the second game. This is distinct from regular combat damage, which only needs to reduce a player’s life total to zero in a single game.
This “commander damage” rule adds a unique strategic layer to the format. It offers a consistent win condition even against lifegain strategies, while also creating vulnerabilities for players relying heavily on their commander. The rule encourages diverse deckbuilding choices and careful threat assessment, leading to more dynamic gameplay. Introduced to curb the dominance of certain strategies involving voltron (building a deck focused on boosting the commander’s power and toughness), it has become a cornerstone of the format, shaping its metagame and contributing significantly to Commander’s enduring popularity.