How to teach a friend to play MTG Commander: choosing a beginner deck, the five rules to explain first, open-hand first games, table etiquette and mistakes to avoid.
Commander is the most social way to play Magic: The Gathering, which makes it a brilliant format to bring new friends into, and a daunting one to learn. A hundred-card deck, four players and a board full of triggers can overwhelm anyone. The secret is to teach in layers: just enough to take a first turn, then add rules as they come up.
The short answer: hand them a simple, low-power preconstructed deck, explain only the essentials (lands and mana, the turn order, attacking, the command zone and 40 starting life), and play the first game with their hand open so you can coach. Explain new rules when they appear on the table, not up front, and agree with the rest of the group to keep the first games friendly.
Do new players need to learn regular Magic first?
No. Plenty of people learn Magic through Commander, and its slower, social pace actually suits beginners. If they have played other card games such as Pokémon or Yu-Gi-Oh!, ideas like tapping, attacking and card types will feel familiar. A quick two-player practice game can help before facing a full table, but it is not essential.
Which deck should a beginner use?
A recent preconstructed Commander deck with a straightforward plan, such as attacking with creatures or building a big board, is ideal. Avoid combo decks, heavy stack interaction and anything with dozens of tokens and triggers. Most precons sit around bracket 2, which matches a relaxed first game; see Commander brackets explained.
What should you explain before the first game?
Keep the opening explanation to five minutes. Everything else can wait until it comes up.
| Concept | When to teach it | One-line explanation |
|---|---|---|
| Lands and mana | Before the game | Play one land a turn and tap lands to pay for spells |
| Turn order | Before the game | Untap, draw, play things, attack, play more things, pass |
| The commander | Before the game | Starts in the command zone and can be cast from there |
| Life totals | Before the game | Everyone starts on 40 |
| Combat and blocking | First attack | Choose who to attack; defenders choose blockers |
| Commander tax | First time a commander dies | Each recast from the command zone costs 2 more |
| Commander damage | When a commander connects | 21 combat damage from one commander knocks a player out |
| Instants and the stack | First time someone responds | Some spells can be cast in response; the last one cast resolves first |
Should the first game be played open-handed?
Yes. Playing with their hand face up lets you suggest plays, explain why a card is good now or later, and spot mistakes before they happen. Ask before giving advice so they still feel in control, and switch to a normal hidden hand once they are comfortable, usually by the second or third game.
How do you handle the mulligan for a beginner?
Explain that in multiplayer Commander the first mulligan is usually free, and suggest keeping any hand with two to four lands and something to do early. A beginner who keeps a no-land hand will have a miserable first game. Our Commander mulligan guide covers the details.
How should the rest of the table behave?
Have a quick pre-game chat so everyone brings a deck of similar power and agrees to go easy on the new player. That does not mean letting them win; it means no unexplained combos, no ganging up early and plenty of explanation when something surprising happens. The Rule Zero conversation is the perfect moment to set this up.
How long does a teaching game take?
Expect it to run longer than usual, often two hours or more with explanations, so do not squeeze it into a short evening. Shorter games with three players instead of four can help. See how long a Commander game takes for ways to keep things moving.
What mistakes do new players make most?
Common ones include forgetting to play a land, attacking into obviously bad blocks, casting everything in the first main phase and losing track of their life total. Gentle reminders fix most of these. A clear way to track life and commander damage, such as a dice or an app, removes a lot of confusion; see tracking life and commander damage.
How do you keep them coming back?
End on something they enjoyed, whether that was a big attack or a clever play, and offer to help them tweak or build a deck next. Lending a deck is great; giving them their own deck box for it makes them feel like part of the group. Point them to Commander rules for beginners to read between sessions.
A welcome gift for a new Commander player
SquadPod Slim – £19.99. Holds a full 100-card deck single-sleeved plus 10 tokens, with their commander on show in a rigid toploader behind the front window. Five colourways, including Blossom (baby pink·white) and Frost (baby blue·sand).
Commander Deck Box with Card Stand – £24.95. Sturdier, 100+ single-sleeved cards, designed to pass the shake test, card stand included and two colours of their choice.
Made in our UK workshop. See all SquadPod deck boxes.
Related reading
- MTG Commander Colour Identity Explained
- How Much Ramp, Card Draw and Removal in a Commander Deck?
- MTG Commander Rules for Beginners
- How to Host an MTG Commander Night at Home
- What Is Commander Tax in MTG?
- Commander Night Packing List
New: How to Play MTG Commander with Two Players
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