On September 24 2024, the Commander Rules Committee put out their quarterly update detailing the newest batch of changes to the format. These changes consisted of banning four cards from the format: Dockside Extortionist, Jeweled Lotus, Mana Crypt, and Nadu, Winged Wisdom.

Less than a week later, the Commander RC – the independent group of fans who had controlled the game’s most popular format for over a decade – was no more.

What follows is an attempt at understanding how the world's most popular card game got to this point.

A brief explanation of Commander

If you're unfamiliar: Commander is a casual Magic variant that has, in the last 10 years, become the most popular and widespread form of the game. In Commander, players play free-for-all multiplayer games, typically with four players, using a deck of 100 singleton cards – every card, other than basics, has to be unique.

What sets Commander apart from other formats is the presence of the titular Commanders – legendary creatures that act as the 'general' of a player's deck. Commanders start play not in the deck but in the 'command zone', from where they can be played as if they were in hand; essentially, players start a game of commander with their commander in hand.

Commanders that are removed from play are then sent back to the command zone, from where they can be recast – although it costs more mana to do so each subsequent time. Players start at 40 life. This leads to long, slow games that are intended as much more of a social experience than a sstraightforward game of Magic, where the point of the game lies more in the moment-to-moment feeling of interactions than in strategic play.

Commander, notably, was – until this week – maintained by an independent group of community members, rather than by Wizards of the Coast. These volunteer fans were responsible for card bannings and rule changes, in addition to advising Wizards on the products that were released for the format.

The origins of Commander

The earliest form of Commander probably originates with a 1996 Duelist article. The magazine, at this time, would publish fan-submitted rules for variants and alternate formats. 'Elder Dragon Legend Wars,' credited to one Jesus M. Lopez, is a very clear precursor to what would become Commander.

This proto-Commander is still very different from what would emerge later, but the core ideas are the same: Pick a legendary, multi-color creature as your 'general'. Build a singleton deck around them. Battle it out in a free-for-all format.

But the 'true' Commander format originates with a group of players in Alaska. Local player Adam Staley is credited with codifying what would be known as Elder Dragon Highlander, or EDH. A description of the format appears on the web in 2002, implying to me that people had been playing this for a while already at the time.

Staley denies having been inspired by the Duelist article, but it's pretty clear that these ideas were just in the air in the first decade of casual Magic play; indeed, early on, Wizards actively encouraged players to develop their own formats and variant rules.

Staley's version is, however, much more similar to modern Commander. Decks are 100-card singleton, rather than the more complicated card restrictions from the original Duelist article; the main deckbuilding restriction is that cards must match the general's colors.

However, one critical difference between this and the later version: In the original Alaskan EDH, generals had to be, specifically, Legends from the actual set Legends. This functionally restricted generals to a small collection of bad cards – all the Legends legends are overcosted creatures with underwhelming abilities. Furthermore, they stipulate that "only one deck for each Legends legend may exist in your local area (that means all of Alaska!)".

In early Magic, 'highlander' was a general term for singleton formats – as in, 'there can only be one.' EDH would, much later, be renamed 'Commander' to avoid any trademark implications.

Adam Staley, of course, called dibs on Nicol Bolas for himself.

EDH's spread to the broader Magic community is credited mainly to one man: Sheldon Menery, a longtime Magic judge. During the early 2000s, Menery was in the USAF, stationed in Anchorage; there he came into contact with EDH. A few years later he was a high-level judge with a column in the extremely popular Magic website Star City Games, which is where he originally introduced the format.

Pretty soon, EDH was spreading like wildfire through the Pro Tour community – specifically, the judges. Magic's circuit of high-level events functions only through an army of mostly volunteer judges, who adjudicate the game's complex rules and manage the large-scale tournaments. Those judges are, themselves, heavily-invested players – though often they are much more casual players. After all, you can't compete in a tournament that you're judging. A format designed for long, languid, casual play sessions in the backstage of these major Magic events was a pretty great fit for the judge community, who acted as the early evangelists for the new format.

Menery's version hews pretty close to the Alaskan rules, with one pretty big departure: the 'only legends from Legends' rule has been cast aside, allowing players to use cards such as Rith, the Awakener as their commanders. This makes sense for a lot of reasons. At this point in time, not every Magic player has nostalgic feelings towards Legends, and the growing EDH playerbase will quickly outgrow the 'only one of each legend in your local area' rule.

This article from Sheldon is also one of the earliest known instances of a Commander decklist being published.

Arcades Sabboth

Sheldon Menery, 2004

25 Creatures

8 Artifacts

9 Enchantments

10 Instants

10 Sorceries

Commander

4 Lands