Commander Glossary
Commander damage is combat damage dealt to a player by a source that's a commander. If the same commander deals you 21 or more combat damage over the course of a game, you lose, regardless of your life total. It's tracked separately for each opponent's commander, not as one combined number.
In Commander, every player has a commander, a legendary creature that starts the game in a special zone and can be cast from there. When a commander deals combat damage to a player, that damage counts toward two separate totals: it subtracts from the player's life total like any other combat damage, and it also accumulates as "commander damage" specifically credited to that commander against that player.
If a single commander deals a player 21 or more combat damage in total, across any number of turns, that player loses the game immediately, even if their life total is still 30, 40, or higher. It's a separate loss condition layered on top of the normal "life total hits 0" rule, not a replacement for it.
Twenty-one from one commander, on twelve life
Two commanders hit you for the same amount, and only one of them kills you — because the tallies are counted per commander and never added together.
The part that trips people up: commander damage doesn't pool into one shared number. You track how much damage your commander has dealt to each opponent, separately for every opponent. And as the player taking hits, you track how much damage you've taken from each opponent's commander, separately for each of them. Fifteen damage from one opponent's commander and ten from another's doesn't combine into 25. Neither has crossed 21, so neither kills you on its own.
If a player has two commanders (a partner pair), each of those commanders' damage is also tracked separately against each opponent. So a four-player pod where everyone runs partners can mean tracking a fairly large grid of numbers by the midgame.
This matters most in multiplayer pods. A 1v1 game only has one opponent's commander to watch. A three- or four-opponent Commander table means tracking commander damage from three or four separate sources at once, on top of everyone's life totals, and it's easy to lose track of exactly how much a specific commander has hit you for once a game runs past turn eight or nine.
At a full table, commander damage is the stat most likely to get fudged. Life totals are one running number per player, easy to track on a d20 or notepad. Commander damage is a grid: every player times every opponent's commander, and it only takes one missed attack or one distracted turn for the numbers to drift from what actually happened. A dedicated tracker keeps that grid explicit instead of asking someone to hold it in their head.
TurnZero HQ, for example, tracks commander damage separately from life loss and breaks it out by attacker, so each player can see exactly how close they are to 21 from any single commander without doing the subtraction themselves mid-combat.
21 or more combat damage dealt to you by the same commander over the course of the game. It doesn't need to happen in one hit. It accumulates across turns, as long as it's the same commander doing the damage.
No. Commander damage is tracked separately per attacking commander. If you've taken 15 from one opponent's commander and 12 from another's, neither has reached the 21 threshold, and you don't lose from combining them.
No, it's an additional loss condition. Combat damage from a commander still reduces your life total as normal. The 21-damage threshold is tracked on top of that as a separate way to lose the game, even if your life total is still positive.
TurnZero HQ tracks life and commander damage separately, broken out by attacker, at every seat.
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