Reglas oficiales

Aquí dejo las reglas de Commander "oficiales", extraidas de, página a la que reedirecciona Wizards. Están en inglés, no me tomo la libertad de traducirlas dado que están bastantes sencillas y no soy partidario de traducir cosas como estas, ya que se puede crear alguna confusión. A pesar de ello, si alguien tieen alguna duda que lo comente e intentaré aclarársela. No sé si sacarán alguna nueva lista o modificaciones o añadiduras de reglas, prohibiciones y demás al sacar la nueva edición al mercado. Sea como sea mantendré la sección actualizada:

1 - Commander is designed to promote social games of magic.
It is played in a variety of ways, depending on player preference, but a common vision ties together the global community to help them enjoy a different kind of magic. That vision is predicated on a social contract: a gentleman's agreement which goes beyond these rules to includes a degree of interactivity between players. Players should aim to interact both during the game and before it begins, discussing with other players what they expect/want from the game.
House rules or "fair play" exceptions are always encouraged if they result in more fun for the local community.

2 - Players must choose a legendary creature as the "Commander" for their deck.

3 - A card's colour identity is its colour plus the colour of any mana symbols in the card's rules text. A card's colour identity is established before the game begins, and cannot be changed by game effects.
The Commander's colour identity restricts what cards may appear in the deck. 

4 - A deck may not generate mana outside its colours. If an effect would generate mana of an illegal colour, it generates colourless mana instead.

5 - A Commander deck must contain exactly 100 cards, including the Commander.

6 - With the exception of basic lands, no two cards in the deck may have the same english name.

7 - Commander is played with vintage legal cards, with some exceptions: 
  • cards are legal as of their set's prerelease
  • Shahrazad is legal for play in EDH
  • The following is the official banned list for commander games. These cards (and others like them) should not be played without prior agreement from the other players in the game.
Additionally the following legends may not be used as a Commander:
  • Braids, Cabal Minion
  • Rofellos, Llanowar Emissary 
  1. Players announce their choice of Commander and move that card to the command zone.
  2. Players may then sideboard if the optional rules for sideboards are being used.
  3. Each player draws a hand of seven cards.
  4. Players may mulligan, using the modified "Partial Paris" method.
9 - Being a Commander is not a characteristic, it is a property of the card. As such, "Commander-ness" cannot be copied or overwritten by continuous effects, and does not change with control of the card.

10 - If a player has been dealt 21 points of combat damage by a particular Commander during the game, that player loses a game.

11 - While a Commander is in the command zone, it may be cast. As an additional cost to cast a Commander from the command zone, its owner must pay {2} for each time it was previously cast from the command zone. (ie: it costs 6WW to cast for the third time.)

12 -  If a Commander would be put into a graveyard or exile from anywhere, its owner may choose to move it to the command zone instead. 

13 - Players begin the game with 40 life. 

14 - Commander are subject to the Legend rule; they will be put into the graveyard or command zone at the same time as any other Legendary creatures with the same name. 

15 - Abilities which refer to other cards owned outside the game (Wishes, Spawnsire, Research, Ring of Ma'ruf) do not function in Commander unless the optional sideboard rule is in use. If sideboards are used, wishes and similar cards may retrieve sideboard cards.