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Do You Draw On Your First Turn In Commander?

Do You Draw On Your First Turn In Commander in MTG

Introduction to Commander Draw Rules

Key Takeaways: Do You Draw On Your First Turn In Commander

  • In Commander, every player, including the first player, draws a card on their first turn.
  • This rule differs from other MTG formats like Standard and Modern.
  • The first draw in Commander is essential for balancing the game in a multiplayer setup.
  • Understanding the first draw rule is crucial for effective deck building and early game tactics.
  • The evolution of this rule reflects the changing dynamics and community feedback in Commander.
  • Common misconceptions about this rule can affect gameplay and strategy.
  • Expert tips include maximizing the first draw and adapting to different play styles.
  • FAQs address common queries about the first draw rule in Commander.

Understanding the Basics

Introduction to Commander Draw Rules

Hey fellow Magic: The Gathering enthusiasts! If you’ve been playing MTG, especially Commander, you know how crucial the rules of the game are. Today, let’s chat about one particular aspect that often stirs up questions: Do You Draw On Your First Turn In Commander? This might seem like a simple query, but it’s packed with nuances that can shape your entire game strategy.

Back in the late ’90s, when I started playing MTG, the rules were a bit different than they are now. However, the evolution of the game has made understanding these finer points more important than ever. So, let’s dive into the world of Commander and its draw rules!

Importance of the First Draw

Now, in Commander, the importance of the first draw cannot be overstated. It sets the tone for your entire game. Imagine you’re sitting down with your friends, decks ready, the excitement in the air. That first draw is like the first step in a journey. It’s not just about the card you pull; it’s about setting up your strategy and getting a read on your opponents.

In other MTG formats, the first draw might work differently, but in Commander, it’s a unique beast. To understand why let’s look at the specific rule for Do You Draw On Your First Turn In Commander.

Game FormatFirst Player Draw?Note

As you can see, Commander stands out. In most other formats, the first player doesn’t draw on their first turn. But in Commander, they do. This changes everything from deck building to in-game tactics.

When I first transitioned to playing Commander, this rule threw me for a loop. I was so used to the Standard format that I had to rethink my approach. It’s not just about having an extra card; it’s about how that shapes your decisions in the crucial early game.

Now, some might wonder why this rule exists. From my experience, it’s about balance and the multiplayer nature of Commander. With more players in the game, the dynamics change. The first draw rule helps even the playing field and keeps the game exciting right from the get-go.

In Commander, every draw matters, but that first one? It’s special. It can be the difference between a strong start and playing catch-up. So, when you sit down for your next Commander game, remember the power of that first draw. It’s not just a card; it’s the beginning of your path to victory or defeat.

Do You Draw On Your First Turn In Commander?

Do You Draw On Your First Turn In Commander?

The Rule Explained

Alright, let’s get into the heart of one of the most asked questions in Commander: Do You Draw On Your First Turn In Commander? This rule has a significant impact on how the game unfolds, and understanding it is key to mastering Commander.

In most MTG formats, the player going first skips their draw step on the first turn. But Commander, my friends, is a different beast. Here, even the first player gets to draw a card on their first turn. It’s a small twist, but it’s crucial. It means every player starts with the same number of cards in hand, leveling the playing field from the get-go.

When I first learned about this rule, it was a game-changer. It opened up a whole new world of strategies and possibilities. Suddenly, the opening hand wasn’t just about the first seven cards; it was about the eighth card too. This can be a lifeline or a game-defining advantage, depending on how you play it.

How This Differs from Other Formats

Now, how does this differ from other formats? Well, in formats like Standard or Modern, the first player doesn’t draw on their first turn. This can lead to a slight disadvantage in terms of card availability. But in Commander, with its multiplayer nature and more relaxed pace, giving the first player a draw helps keep things fair and fun.

FormatFirst Player Draws on First Turn?

Understanding this difference is crucial when switching between formats. It’s easy to get used to one way of playing and forget that Commander has its own unique set of rules. This rule, in particular, has a big impact on how you approach the game right from the start.

In Commander, that first draw can be a critical moment. It’s a chance to pull just the right card to set your strategy in motion or to adapt to what your opponents are doing. It adds an extra layer of excitement and unpredictability to the game.

So, next time you’re shuffling up for a game of Commander, remember this rule. That first draw might just be the key to your victory. Keep it in mind as you build your deck and plan your strategy. In Commander, every card counts, but the first one? It’s in a league of its own.

Strategic Implications of the First Draw

Do You Draw On Your First Turn In Commander

Deck Building Considerations

Let’s talk about how the rule of Do You Draw On Your First Turn In Commander affects the way we build our decks. This might seem like a small detail, but it can have a huge impact on your strategy. In Commander, knowing you’ll get that first draw no matter what can influence the types of cards you include in your deck.

Think about it. In other formats where you don’t draw on your first turn, you might lean towards including more low-cost cards to ensure you’re not left hanging. But in Commander, that extra card can make a difference. It gives you more flexibility to include a range of cards, knowing you’ll have that additional option right from the start.

Here’s a table to give you an idea of how this might look:

Card TypeImportance in CommanderImportance in Other Formats
Low-Cost CardsImportant, but balancedCrucial
High-Cost CardsMore viableRiskier

In my decks, I always try to balance things out. Sure, you want those low-cost cards for a strong early game, but don’t forget about the mid to high-cost cards that could turn the tide later on.

Impact on Early Game Tactics

Now, let’s shift gears and talk tactics. That first draw in Commander isn’t just about the card you get; it’s about how it shapes your early game. In the first few turns, every move counts, and that extra card gives you more options to react to your opponents’ strategies.

This rule encourages a more proactive game plan. You’re not just playing catch-up; you’re setting the pace. It allows for more aggressive opening strategies, knowing that you have that extra resource right off the bat.

And it’s not just about aggression. This rule can also lead to more strategic, thoughtful play. With an extra card in hand, you have more to think about, more possibilities to consider. It’s like a chess game where every piece moves from the start.

In Commander, the early game can set the tone for the rest of the match. And with that first draw rule, you have more power to steer the game in your direction from the very beginning. So next time you’re plotting out your first few turns, remember the importance of that first draw. It might just be the key to your strategy.

Historical Perspective

Historical Perspective

Evolution of the Rule

Let’s take a trip down memory lane and look at the historical perspective of Do You Draw On Your First Turn In Commander. The game of Magic: The Gathering has evolved tremendously since its inception in the early ’90s, and with it, the rules of Commander have also undergone significant changes.

Back in the day, Commander, originally known as Elder Dragon Highlander (EDH), was a casual format, played mostly for fun among friends. The rules were more flexible and often subject to local interpretations. The first draw rule in Commander wasn’t as standardized as it is today.

As Commander grew in popularity, the need for a more consistent rule set became apparent. The transition from a casual, kitchen-table format to a more recognized and structured format brought with it clearer rules, including the first draw rule. This rule was formalized to bring balance to the game, especially considering the multiplayer nature of Commander.

EraFirst Draw Rule in Commander
Early 2000sVaries by local rules
Mid 2000sFormalization process begins
Present DayFirst player draws a card

Comparing Past and Present

Comparing the past and present of Commander is fascinating. Initially, the focus was more on the social aspect of the game, with rules taking a backseat. But as the community grew and the format became more competitive, the need for standardized rules, like the first draw rule, became essential.

Today, the first draw rule in Commander is a well-established part of the game. It’s a testament to how the community and the game’s creators have worked together to shape Commander into the beloved format it is today. This rule change is just one example of how the game has matured and adapted to the needs of its players.

The evolution of this rule also reflects the evolving philosophy of MTG as a whole. Balancing fairness, fun, and strategy has always been at the heart of the game’s development. The current state of the first draw rule in Commander is a perfect example of this balance in action.

Looking back, it’s incredible to see how far Commander has come. From a casual format with flexible rules to a globally recognized game with a well-defined rule set, Commander’s journey is a fascinating part of MTG’s rich history. The first draw rule is a small but significant piece of that history, highlighting how the game has evolved to meet the changing needs of its players.

Common Misconceptions

Do You Draw On Your First Turn In Commander

Clarifying Confusions

In the world of Magic: The Gathering Commander, misconceptions can spread like wildfire. One of the most common confusions revolves around the rule of Do You Draw On Your First Turn In Commander. Let’s bust some myths and set the record straight!

First and foremost, the rule is simple: in Commander, every player, including the first player, gets to draw a card on their first turn. This differs from formats like Standard and Modern, where the first player skips the draw on their first turn. Despite its simplicity, this rule often gets misunderstood, leading to debates at the gaming table.

Here’s a common myth: “The first player is at a disadvantage because they don’t draw.” Nope! In Commander, everyone draws, ensuring a level playing field from the start. It’s important to remember this, especially if you’re transitioning from other formats.

Myths vs. Reality

Another misconception is that this rule makes the game too easy for the first player. Not true! While the first player does get an extra card, Commander is a complex and strategic game. This rule adds depth and balance, especially in a multiplayer setup.

Let’s look at some common myths and the reality:

Common MythReality
First player is at a disadvantageEveryone draws, so no disadvantage
The rule makes the game too easy for the first playerAdds balance and depth to the game

In my years of playing Commander, I’ve heard these myths and many others. It’s crucial to understand the rules correctly to fully enjoy and excel in the game. Knowing the intricacies of rules like the first draw can significantly impact your game strategy and enjoyment.

Remember, Commander is about fun, strategy, and community. Don’t let misconceptions cloud your gaming experience. Next time you’re at the table, and this topic comes up, you’ll be the one with the facts! Understanding the rules correctly makes for better games and a better community overall.

Expert Tips and Tricks

Expert Tips and Tricks

Maximizing Your First Draw

In the realm of Magic: The Gathering Commander, mastering the first draw can give you a significant advantage. As a seasoned player, I’ve learned some tricks to make the most of this opportunity. Let’s delve into how you can turn that first draw into a strategic powerhouse.

Firstly, understand the importance of a balanced deck. While the excitement of drawing a high-cost, powerful card is undeniable, it’s crucial to have a mix of low, medium, and high-cost cards. This diversity ensures that you can make a meaningful play regardless of what you draw.

Consider this simple strategy: If your first draw is a low-cost card, you can immediately start building your board presence. On the other hand, if it’s a high-cost card, it could be the ace up your sleeve for later in the game. Each draw offers a pathway to victory, but only if your deck is well-constructed.

Card CostStrategyBenefit
LowImmediate playBuild board presence early
HighSave for laterPowerful late-game moves

Adapting to Different Play Styles

Every Commander player has a unique style, and the first draw rule can be adapted to suit each one. If you’re an aggressive player, use your first draw to seek out fast, impactful cards. For more defensive players, look for cards that will help you set up your defenses or disrupt your opponents’ plans.

Here’s a tip: always be mindful of your opponents. The first draw in a multiplayer game like Commander isn’t just about your strategy; it’s about anticipating others’ moves. If you know your opponent’s tendencies, you can use your first draw to counter them effectively.

In conclusion, the first draw in Commander is more than just an extra card; it’s a moment filled with potential. With a well-crafted deck and a keen understanding of your play style and your opponents’, you can transform that first draw into a stepping stone towards victory. Remember, in Commander, every card counts, but the first one sets the stage for the game to come.



Q: Does the first player draw in a two-player game?

In a two-player Commander game, the rule of Do You Draw On Your First Turn In Commander still applies. Just like in multiplayer games, both players draw a card on their first turn. This rule keeps the game balanced, whether it’s a one-on-one match or a group battle. The key is consistency, and in Commander, this consistency in drawing rules helps maintain the game’s unique dynamics, regardless of the number of players.

Q: How does mulligan affect the first draw?

Mulliganing in Commander can be a bit different from other formats, but it doesn’t change the first draw rule. After deciding to mulligan, you still draw a card on your first turn. Remember, the goal of the mulligan rule in Commander is to ensure a fair and enjoyable game. It allows players to redraw a less than ideal hand while still enjoying the benefit of the first draw.

ActionEffect on First Draw
MulliganStill get first draw
No MulliganStill get first draw

Q: Strategies for when you don’t get the first draw?

Not getting the first draw in Commander doesn’t put you at a significant disadvantage, thanks to everyone drawing on their first turn. However, if you’re not the first player, it’s essential to be a bit more strategic. Pay attention to what your opponents are doing and plan your responses accordingly. Use your first draw to adapt to the evolving game state. Remember, Commander is as much about reacting and adapting as it is about executing your own strategy.


Reflecting on the rule’s importance in Commander, it’s clear that the first draw rule in Magic: The Gathering Commander is more than just a procedural step; it’s a fundamental aspect that influences the entire gameplay experience. This rule ensures a balanced start for all players and adds an extra layer of strategy right from the beginning of the game.

From deck building considerations to the impact on early game tactics, the first draw rule shapes how players approach Commander. It allows for a diverse range of strategies and keeps the game dynamic and engaging. The historical evolution of this rule shows how the community and game designers have worked together to refine and improve the Commander experience.

Understanding and embracing this rule is key to becoming a skilled Commander player. It influences your decisions, from the cards you choose for your deck to how you play your hand. Whether you’re a seasoned player or just starting, remembering the importance of the first draw can help you enjoy and excel in this fantastic format of Magic: The Gathering.

Related Reading: Do You Draw On Your First Turn In Commander

Commander Rules Guide: Quick Start & FAQ
Dive into the world of Commander, Magic: The Gathering’s most popular casual format. This comprehensive guide covers everything from the ideal number of players (three to six) for a game, to the unique deck-building rules, such as the 100-card deck limit and color identity considerations. It also explains the nuances of Commander, including the commander tax and the specifics of color identity in deck construction, making it an essential read for both newcomers and seasoned players.

Commander Deck Building Strategies
Explore the intricacies of building a successful Commander deck. This resource delves into the critical aspects of deck construction, emphasizing the importance of the commander’s role in determining the deck’s strategy and color identity. It also discusses the singleton format, highlighting the challenge and creativity involved in selecting the perfect blend of 99 cards to complement your commander.

Understanding Black and Blue Mana in Commander
Gain insights into the strategic use of black and blue mana in Commander. This article provides a deep dive into the significance of these mana colors in the format, illustrating how they influence deck building and gameplay. It’s a valuable read for players looking to optimize their strategies and understand the impact of mana choices in this dynamic format.

Commander Game Dynamics
This article addresses a common question in Commander: whether the first player draws a card on their first turn. It clarifies that in multiplayer games, all players draw a card during their first turn, contrasting with 1v1 games where the first player skips this step. This distinction is crucial for understanding the flow and strategy of the game.

Community Perspectives on Commander
Join the community discussion on the starting player draw step in Elder Dragon Highlander (EDH), also known as Commander. This Reddit thread offers diverse viewpoints and experiences from players, providing a deeper understanding of how different groups approach this rule and its impact on gameplay.

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