NEW! Nerd Leagues is now on iOS and Android Download on the App Store Get it on Google Play

Turn Every Game Into Data

Nerd Leagues tracks your Commander win rates, ELO, and deck performance — free. See who really runs your pod.

Track Your Games Free

Mystery Booster Commander Edition Mechanics Explained

Set Review Mechanics Commander
Ashaya's Enduring Bond
Ashaya's Enduring Bond · Art by Anato Finnstark

Mystery Booster Commander Edition has exactly one new ability word, rulebreaker, and almost everything else that feels new about the set lives in the rules around the cards rather than on them. The mechanics worth understanding are a draft variant with its own deckbuilding rules, a partner exception that only exists at the draft table, a sorcery that can sit in the command zone, and three classes of card that are legal in three different places.

How Commander Draft Works in Mystery Booster Commander Edition

MBC is a Commander Draft set, which means the format is the mechanic. You open three 20-card packs and take two cards per pick, passing left, then right, then left again. That leaves you with a 60-card pool, and from it (plus any basic lands you want) you build a deck of at least 60 cards including your commander.

Two deckbuilding rules change from constructed Commander. Your deck still has to fit inside your commander's colour identity, but it is no longer singleton: if you drafted three copies of the same removal spell, all three go in. Taking multiples is a real strategy here, not a mistake.

The second change is the partner exception. In an MBC draft, any eligible commander with one or fewer colours in its identity that doesn't already have partner is treated as though it does. Two mono-coloured legends you would never see together in a 99 can run a draft deck side by side, and the normal partner rules apply once they do: separate commander tax, separate 21-damage counts, combined colour identity for the deck.

What Happens If You Never Draft a Commander

This is the rule nobody expects. If your pool is two colours but the only legend you drafted covers one of them, you can simply add the second colour to your deck's identity. Technically that colour lives on an emblem in your command zone so that cards like Command Tower know about it; in practice you just announce the colour when commanders are revealed and play.

The extreme case is better still. Draft a two-colour deck with no usable mono-coloured legend at all, and you pick both colours, put nothing in the command zone, and play a 60-card deck with no commander. It is legal, it is written into the release notes, and it will happen at some table on launch weekend.

Rulebreaker: The Set's Only New Ability Word

Rulebreaker is an ability word that marks a deckbuilding exception. It works only if the card is your designated commander, it applies only before the game starts, and it breaks exactly the rule it names and nothing else. Seluma, Light of Aysen lets your deck run Angels of any colour identity, but you still can't run two of the same Angel in a constructed deck.

Valko Indorian
The Everforger
Seluma, Light of Aysen
Tolabow, Loch Rascal
Whtz, the Bibliophile
Maular, the Next Evolution

Eight cards carry it. Four of them widen colour identity for one card class: Angels for Seluma, Phyrexians for Valko Indorian, artifact creatures and Equipment for The Everforger, creatures with mana value 7 or more for Maular, the Next Evolution, and Auras for The Unluckiest Planeswalker. Tolabow, Loch Rascal adds one colour of your choice for instants and sorceries only. Grizzlegom, Hurloon Hero can run any land card, and Whtz, the Bibliophile removes the maximum deck size entirely. Every one of them also unlocks basic lands of any colour, which is what makes the off-colour cards castable.

We've already written up all eight rulebreaker commanders and what each exception permits, so this post won't repeat it. The short version for a pod: a rulebreaker deck needs a Rule 0 sentence before the first shuffle, because someone is going to ask why the mono-white player just cast a black Angel.

Can a Sorcery Really Be Your Commander?

Yes. Ashaya's Enduring Bond is a legendary sorcery for {1}{R}{G} that ends with "Ashaya's Enduring Bond can be your commander," and once it's in the command zone every normal commander rule applies to it. It costs {2} more each time you recast it from there, and when it goes to the graveyard after resolving you may put it back in the command zone instead.

Ashaya's Enduring Bond
Arzakon
Sifa Grent
Venser, Visionary Traveler

Its effect is discover X, where X is the mana you spent on it, so commander tax actually feeds the card: the third cast is a discover 7. The catch is the legendary sorcery restriction. You can only cast it while you control a legendary creature or planeswalker, so the deck has to keep one on the board or the commander stays stranded in the zone. Losing that legend mid-cast doesn't counter the spell, but losing it before you cast means no cast at all.

Eight Planeswalkers That Can Be Your Commander

Every new planeswalker in the set carries the "can be your commander" line: Arzakon, Feroz, Ulgrotha's Warden, Greensleeves, Sifa Grent, Thomil, the Destroyer, Venser, Visionary Traveler, Worzel, the Protector and The Unluckiest Planeswalker, which is also one of the rulebreakers. Nothing about the rule is new; the volume is. Several of them make tokens that are copies of old cards, so Arzakon's −3 is a real Black Lotus token and Thomil's −5 is a Lord of the Pit token, with the official text pulled from Gatherer.

Returning Mechanics on the New Commanders

The other 50-odd new cards lean on mechanics Commander players already know, which is why they slot into existing decks without a reminder-text lesson. Eminence returns on Sahir, Visitor in Darkness, pinging you for 1 each upkeep from the command zone to grow him. Elda, Conjurer of Spectacle gives your first nonlegendary creature spell each turn demonstrate, Yume, Chronicler of Valor gives your first spell assist, and Tsagan, Raider Warlord brings Start your engines! to paper for the first time without an acorn stamp. Goad, landfall, saddle, shadow, manifest, monarch and living weapon all show up too.

Playtest Cards, Acorn Cards and Conjure in Paper

Every pack contains one playtest card, drawn from the same 121 that appeared in Mystery Booster 2. They use mock-up frames, have had minimal rules review, and are legal only in Mystery Booster Limited events. Ten more cards (collector numbers 61 to 70) carry the acorn symbol: these are Alchemy designs from MTG Arena, printed in paper for the first time, and they're Limited-only as well.

Several of those cards tell you to conjure, a digital keyword action that paper has to improvise. The release notes handle it: look up the named card on Gatherer, create it in the right zone, and treat it as a real card rather than a token. It doesn't need to be format-legal and you don't need to own it. If it goes to a hidden zone, you must add a stand-in card that's indistinguishable from the rest of your deck while face down, which is the part worth sorting out before the draft starts.

Reprints keep whatever legality they already had. The 60 new cards at collector numbers 1 to 60 are legal in Commander, Legacy and Vintage, and not in Standard, Pioneer or Modern. Playtest and acorn cards stay out of every constructed format, Commander included, unless your pod Rule 0s them in. Dates and products are in our Mystery Booster Commander Edition release guide, and the full card list lives on the MBC set page.

What These Rules Mean at a Four-Player Table

Two things the rules text won't tell you. First, the new mono-coloured legends were designed to be good in a 60-card deck next to a random partner, and a card that's great with a borrowed second colour can be an ordinary mono-coloured three-drop in a real 99. Judge them twice: once for the draft table, once for constructed. Second, 60-card decks with duplicates end faster than 100-card singleton ones, and commander tax on a deck that thin bites earlier, so a draft night plays like a shorter, swingier version of your usual pod.

Our spoilers roundup covers the cards themselves. If you draft it, record the games: Nerd Leagues logs any format, and a draft night is exactly the kind of result that's fun to look back on. The formats and sub-formats guide shows how a non-standard table gets logged.

Writer and member of Nerd leagues. I started playing Magic in 2013 when a couple of my friends visited me and taught me how to play. We soon after picked up on the commander format and have played it ever since. This website started as spreadsheet that we kept track of our games on and has evolved into this website. Our passions for the game run deep.


Comments

Join the conversation.

Loading comments…

Keep Reading

Turn Every Game Into Data

Nerd Leagues tracks your Commander win rates, ELO, and deck performance — free. See who really runs your pod.

Track Your Games Free

Add to Deck

Loading your decks...