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Is Commander Damage Only Combat Damage? Mtg Guide

Nancy Hicks by Nancy Hicks
October 21, 2025
in Culture & Trends
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Is Commander Damage Only Combat Damage
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Is Commander Damage Only Combat Damage? Learn MTG rules, examples, and tips to understand how Commander damage actually works.

If you’ve ever played the Commander format of Magic: The Gathering, you’ve probably had a game where someone gets knocked out, not by a massive life drop, but by something called Commander damage … a fascinating part of Culture & Trends within the MTG community.

I still remember experiencing it for the first time.

It was a casual Friday night with friends, we were all gathered around the table, there were snacks everywhere, the decks were shuffled and ready. My Atraxa, the voice of the Praetors played, shone like a powerhouse. A friend of mine looked dead at me after a big blow and said:

“This is Damage 21 Commander. You’re out.”

What are you waiting for? I had 35 lives left!

That moment drove me crazy… Searching forums, reading official rules, watching YouTube explanations. I needed to know: Is commander damage only combat damage? Or can abilities and spells also matter?

If you’ve found yourself asking the same thing, you’re not alone. Let’s clear this up… Once and for all.

Short answer: Yes, Commander damage is just combat damage.

To get straight to the point:

Commander damage is calculated only from the combat damage your commander does in battle.

  • Disadvantages:
  • Activated or triggered abilities
  • Spells cast by your boss

Effects or triggers of loss of life

…21-Does not count towards the damage limit.

So if your boss catches someone with a spell-like effect, it’s normal damage… Not boss damage. Only those hits in the attack phase count towards the end of the game 21.

What is Commander damage anyway?

Let’s go back for a moment.

In Commander (also known as EDH… Elder Dragon Highlander), each player starts with 40 life and chooses a legendary creature as their commander. This card represents the leader of your deck and can be regenerated from the command zone if it dies.

Now here’s the kicker:

If a boss deals 21 or more battle damage to the same player during the game, that player loses, regardless of his or her life total.

It doesn’t matter that they’re sitting on 100 lives from life-gain effects… 21 battle damage from the same boss is letting them down.

21 Why the loss? The origin of the rule

It’s not just a random number.

“21” comes from the early roots of Commander… When the format was literally called Elder Dragon Highlander (EDH).

The original Elder Dragons, such as Nicol Bolas, Vevictis Asmadi, and Arcades Sabbath, were all 7/7 creatures.

Three clean hits (7×3) = 21.

So the number stuck. This was a fun nod to the game’s origins… Which indicated that a true “Commander” could defeat an opponent in three decisive attacks.

How Commander Damage works… Step by step

Let’s break it down simply:

  1. A boss deals combat damage

During the battle phase, your boss attacks and damages a player.

Example: Edgar Markov swings for 6. This is 6 commander damage.

  1. The damage increases throughout the game

The vessel’s damage is not reset. Even if your boss leaves the battlefield, goes into exile, or changes control… It still counts.

  1. When a player takes 21 or more from a boss

That player loses immediately, regardless of the sum of his remaining lives.

That’s it. No extra moves, no special counters, no ability damage. Just pure fighting power.

What Doesn’t Count as Commander Damage

Here’s where most confusion happens … because not all damage feels the same in MTG.

Let’s clear this up with examples:

Type of DamageExampleCounts as Commander Damage?
Combat damage from attackingCommander attacks and hits for 7Yes
Activated ability (e.g., “Tap: deal 3 damage”)Niv-Mizzet’s abilityNo
Spell damage (like Lightning Bolt)Commander casts spell that deals 3No
Noncombat triggers“When this deals damage to any target…”No
Life loss effects“Target player loses 2 life”No
Prevented damage (e.g., Fog)Damage preventedNo

Even if the damage source is your commander, it must be combat damage … meaning it happened in the attack phase, either unblocked or through trample, double strike, etc.

Examples of real games: When it comes to

Let’s say you’re playing Kalia of the Vast and you kill an opponent multiple times in a row.

  • Turn 5:6 damage
  • Turn 6:8 damage
  • Turn 7:7 damage

That opponent now has a total of 21 Commander battle damage from Kalia… And they lose the game immediately, even though they have 40 lives left.

But what if Kalia used an ability or spell outside of combat to deal damage? None of this will count.

Advanced Commander damage rules (which many players forget)

Even experienced players sometimes abuse these nuances. Let’s dig deeper.

1. Commander damage never resets

When a boss deals damage to a player in battle, the damage is permanently tracked for the rest of the game.

  • It does not matter if:
  • The boss is destroyed, banished, or sent back to the command zone.

The same manager is later reappointed.

Kul continues where it left off.

2. Separate count for each boss

If multiple commanders are present (as partner commanders), their damage is not combined.

Example:

You have Tymna the Weaver and Thrasios the Triton hero.

Timna received 15 damage, Thrasios received 10 damage.

This is not a total of 25… Because each boss’s damage is tracked separately.

A player only loses when a boss automatically reaches 21.

3. You can lose to your own boss

Yes, it’s true… If your boss is stolen and used against you, you can be defeated by your own blade.

Imagine your opponent takes control of Xenagos, God of Revels and uses it to deal 21 damage to you.

Even if it’s your commander, it’s still the card that deals combat damage… And the rules apply. You are out

4. Damage prevented or modified does not matter

If an effect like fog, creature protection, or damage prevention wears off, that combat damage is never “dealt.”

That means it is not added to the Commander damage table.

5. Copies are not commands

If a card like Clone makes a copy of a boss, that copy is not considered the “real” boss.

Although it looks similar and deals damage in battle, it does not trigger the Commander damage rules.

6. Commander status matters

If a creature becomes a Commander during play (for example, through a special rule or variant), only the damage it takes after becoming a Commander counts.

Damage before this is not retroactively counted as pilot-in-command damage.

My personal opinion: Why this rule makes the boss special

Honestly, I think this rule adds beautiful tension to the format.

Commander isn’t just about big spells or endless combos. It’s also about personality… Your story tells. Commander damage adds this fun “boss fight” energy. Every attack feels personal.

When I first understood the 21-damage rule, it completely changed the way I built decks.

I started paying more attention to combat-focused commanders… Who could close out fights through pressure, not just combos.

Cards such as:

  • Rafik, among many (Double Strike deals damage quickly!)
  • Skithyrix, Blight Dragon (Infected and Flying… Awesome combo)
  • Najeela, Blade-Blossom (extra battle stages means faster 21 hits)

When you start thinking in combat math, you start to see Commander in a whole new light.

Strategic implications of loss of commander

Knowing that only combat damage matters changes how you approach games… And how you assess threats.

1. Aggro decks provide most of the benefits

Decks that rely on combat-focused strategies naturally benefit from the Commander damage rule.

If you can get your boss to connect quickly… Especially with double hits, stomps, or unblockable effects… You can close out the game faster.

2. Life benefits don’t save you

You might be sitting at age 80 and feel invincible… But if Edgar Markov stays connected, you’re one game away from losing.

3. Voltron shines

“Voltron” is all about equipping your boss with gear, aura or buffs… Turning it into a one-shot machine.

Because Commander stacks with damage, Voltron decks are uniquely powerful.

Even if you can’t drain all 40 lives, you only need to reach 21 total battle damage.

4. The control deck must control the match

If you’re playing a control or combo deck, this rule reminds you:

You cannot ignore war forever. Sooner or later, a big, flying commander can break through your defenses… And it’s game over.

Example Scenario Recap

Here’s a recap table for quick reference:

ScenarioCounts as Commander Damage?Explanation
Commander attacks and hits playerYesCombat damage counts
Commander’s ability deals 3 damageNoAbility damage
Commander casts Lightning BoltNoSpell damage
Damage prevented by FogNoNot dealt
Opponent steals your commander and attacks youYesStill your commander
Partner commanders each deal 10+NoSeparate tallies
Copy of commander deals damageNoCopy not commander

Common misconceptions

Let’s tackle some quick myths that still confuse experienced players:

“All the damage to your commander counts.”

No. Only battle damage matters… Not abilities, magic, or life loss.

“Commander’s damage resets when he dies.”

Also fake. The total is maintained throughout the game.

“Partner commanders share total damage.”

They don’t. Each boss’ damage is tracked individually.

“Life gain can save you from Commander damage.”

Error again. Even with infinite lives, 21 battle damage from a single boss means you lose.

Why does Commander damage make the format better?

Commander damage isn’t just a weird rule… It’s a balancing tool.

Without it, decks with life gain can dominate endlessly, and combat-focused strategies will suffer.

But with this rule, even a single creature can become a valid win condition.

It keeps the game connected to its roots: combat, strategy and personality.

And honestly? Looking across a table and realizing someone’s boss just turned 21 is one of the most dramatic, fun, and satisfying moments in all of MTG.

Key takings

  • So to wrap it up:
  • Commander damage only counts as combat damage.
  • It’s simple, elegant and the key to making Commander exciting.
  • The 21-point limit keeps every offense meaningful… And every play is unpredictable.
  • Whether you’re a battle-hardened veteran or a new player still building your first Commander deck, remember:
  • Every turn counts.
  • Every hit counts.
  • And sometimes… one hit at the right time is all it takes to write your winning story.

Additional resources

  1. Commander Format Rules – Wizards of the Coast: Official source explaining that a player loses the game after taking 21 or more combat damage from the same commander. This is the core rule for Commander damage in MTG.
  2. Commander Damage Is Only from Combat Damage – Magic Judges Blog: Magic Judges confirm that only combat damage counts toward Commander damage … abilities, spells, or effects don’t apply to the 21-damage rule.
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