Frequently Asked Questions

Centurion Commander is a variant of the non-multiplayer Commander versions that have developed over the years. The format was born among the communities of players in Italy in January 2019; born and raised with the intention of merging and involving players in an attractive and engaging format, structured to establish itself as a competitive Single Player Commander format. Characterized by 25 Life Points and a Banned List studied to better favor the competitive gaming experience.

If you’re new to Centurion, we have a comprehensive guide that covers all the basics you need to get started. You’ll also find plenty of tips and useful resources to help you along the way.

Not every card can be your commander. Your commander must be a legendary creature, with some exceptions like specific planeswalkers (e.g., Aminatou, the Fateshifter) that can also be commanders. Non-legendary creatures cannot be commanders.

Each Centurion Commander deck includes a legendary creature designated as its commander, with some exceptions like specific planeswalkers (e.g., Aminatou, the Fateshifter) that can also be commanders. This designation is an attribute of the specific card chosen, not inherent to the card itself.

The commander designation is unique to the chosen card and does not apply to other copies or versions of that card.

The commander status persists across zones (e.g., being turned face-down, copied, or exiled), as long as its commander status is publicly known.

When a commander would be put into the graveyard, exile, library (e.g., with Memory Lapse) or hand, its owner may opt to place it in the command zone instead, allowing it to be recast later without additional “commander tax” costs.

Copies of the commander do not inherit the commander designation, preventing control of both an original commander and its copy simultaneously.

See MTG CR 903.3:

Each deck has a legendary creature card designated as its commander. This designation is not a characteristic of the object represented by the card; rather, it is an attribute of the card itself. The card retains this designation even when it changes zones.

Commanders start in the Command Zone and can be cast following normal rules, with an additional {2} mana cost for each previous casting (commander tax).

A player may cast a commander they own from the command zone. A commander cast from the command zone costs an additional {2} for each previous time the player has cast a commander from the command zone that game. This additional cost is informally known as the “commander tax.” This is the Centurion commander variant to MTG CR 903.8.

Both start in the command zone, ready to lead your deck to victory. You can cast either of the two commanders from the command zone by paying their normal mana cost. However, there’s a small price to pay: each time you cast a commander from the command zone, you must pay an additional tax of {2} mana for each previous time you’ve cast any commander from the command zone. This tax applies to both commanders, sharing the additional cost. This rule also extends to other cards that may share the command zone, such as “background” (e.g., Wilson, Refined Grizzly + Cultist of the Absolute), “friends forever” (e.g., Bjorna, Nightfall Alchemist + Wernog, Rider’s Chaplain), and “partner with” (e.g., Haldan, Avid Arcanist + Pako, Arcane Retriever).

This is the Centurion commander variant to MTG CR 903.8

Yes, you can use a Companion card in Centurion. In Centurion, each deck must have exactly 100 cards, including the commander. You can use a Companion card, like Lurrus of the Dream-Den, but it must adhere to the color identity and singleton rules, effectively counting as the 101st card. Companion cards start outside the game and are not in the command zone. Before shuffling your deck, you may reveal one Companion card from outside the game if your starting deck meets the requirements of the companion ability. Once per game, during your turn when you could cast a sorcery, you can pay {3} mana to bring your chosen Companion from outside the game into your hand. See MTG CR 702.138
  • 702.138a Companion is a keyword ability that functions outside the game. It’s written as “Companion—[Condition].” Before the game begins, you may reveal one card you own from outside the game with a companion ability whose condition is fulfilled by your starting deck. (See rule 103.1b.) If you do, once during that game, you may play that card from outside the game.
  • 702.138b If a companion ability refers to your starting deck, it refers to your deck after you’ve set aside any sideboard cards. In a Commander game, this is also before you’ve set aside your commander.
  • 702.138c Once you play the card with companion, it remains in the game until the game ends.

One of the most interesting aspects of Magic is the ability to explore various strategies by choosing the colors you like the most. In Centurion, this is even more important due to the presence of the commander. Your commander determines the color identity of the deck, limiting the cards that can be included. The identity of a card includes its color and any mana symbols present in the card’s text.

See MTG CR 903.4:

The Commander variant uses color identity to determine what cards can be in a deck with a certain commander. The color identity of a card is the color or colors of any mana symbols in that card’s mana cost or rules text, plus any colors defined by its characteristic-defining abilities (see rule 604.3) or color indicator (see rule 204).

Yes, you can play Basilica Screecher in a mono-black deck. Extort does not affect a card’s color identity, meaning you can use extort cards in any deck that matches the card’s primary color, regardless of the hybrid mana’s second color. Since the colored mana symbols for extort are in the reminder text, they do not impact color identity. As a result, mono-colored extort cards, like Basilica Screecher, are considered mono-colored in the Commander format and can be included in mono-black decks.

See MTG CR 903.4c:

The back face of a double-faced card (see rule 711) is included when determining a card’s color identity. This is an exception to rule 711.4a.

Yes, you can play Yavimaya, Cradle of Growth in a deck that doesn’t have green in its color identity. It has no mana symbols in its mana cost or rules text, no color indicators, and no characteristic-defining abilities for color. Additionally, it lacks basic land types that would restrict its inclusion based on color identity rules.

See MTG CR 903.4:

The Commander variant uses color identity to determine what cards can be in a deck with a certain commander. The color identity of a card is the color or colors of any mana symbols in that card’s mana cost or rules text, plus any colors defined by its characteristic-defining abilities (see rule 604.3) or color indicator (see rule 204).

Ral, Monsoon Mage has a color identity defined by its casting cost, color indicator, and rules text, including the back face of double-faced cards. Therefore, Ral, Monsoon Mage can only be included in decks that have both blue and red in their color identity.

See MTG CR 903.4:

The Commander variant uses color identity to determine what cards can be in a deck with a certain commander. The color identity of a card is the color or colors of any mana symbols in that card’s mana cost or rules text, plus any colors defined by its characteristic-defining abilities (see rule 604.3) or color indicator (see rule 204).

Yes, you can make mana of any color, not limited to your commander’s color identity.

In Centurion Commander, spells and abilities that mention cards from outside the game do not function. Attempts to bring in cards from outside the game through such effects will have no effect when resolved. However, cards with the companion keyword are an exception because they refer to themselves, allowing them to function within the game’s rules, provided their conditions and the Commander deck-building rules are both met.

The mulligan rule in Centurion is the same as used in other Magic: The Gathering formats, known as the “London Mulligan”. At the beginning of the game, each player draws seven cards. If you’re not satisfied with your starting hand, you can choose to take a mulligan. The first player decides whether to take a mulligan, followed by the others in turn order. All players who choose to mulligan shuffle their hand into their library, draw a new hand of seven cards, then put a number of cards equal to the number of mulligans taken from the hand to the bottom of their library. This process repeats until all players are satisfied with their hands.

See MTG CR 103.4

Each player draws a number of cards equal to their starting hand size, which is normally seven. (Some effects can modify a player’s starting hand size.) A player who is dissatisfied with their initial hand may take a mulligan. First, the starting player declares whether they will take a mulligan. Then each other player in turn order does the same. Once each player has made a declaration, all players who decided to take mulligans do so at the same time. To take a mulligan, a player shuffles the cards in their hand back into their library, draws a new hand of cards equal to their starting hand size, then puts a number of those cards equal to the number of times that player has taken a mulligan on the bottom of their library in any order. Once a player chooses not to take a mulligan, the remaining cards become that player’s opening hand, and that player may not take any further mulligans. This process is then repeated until no player takes a mulligan. A player can take mulligans until their opening hand would be zero cards, after which they may not take further mulligans.

Commander damage still exists in Centurion Commander and follows the same rules.

See MTG CR 903.10 & 903.10.a:

903.10 The Commander variant includes the following specification for winning and losing the game. All other rules for ending the game also apply. (See rule 104.)
903.10a A player that’s been dealt 21 or more combat damage by the same commander over the course of the game loses the game. (This is a state-based action. See rule 704.)

Yes, you can win this way. Commander damage is attributed to the card itself, not the owner. The requirement is that the 21 damage must be dealt by the same commander.
Players start with 25 life points.

If your commander is countered or exiled from the battlefield, you can choose to relocate it to the Command Zone.

See MTG CR 903.9:

If a commander would be exiled from anywhere or put into its owner’s hand, graveyard, or library from anywhere, its owner may put it into the command zone instead. This replacement effect may apply more than once to the same event.

In Centurion, we adhere to Wizards of the Coast’s policies regarding the use of proxies in Magic: The Gathering tournaments. Proxies are not allowed in sanctioned tournament play, even if you have no intention of trading or selling them.

See “On proxies, policy and communication“:

[…]

Our stated policy specifically applies to DCI-sanctioned events. Cards used in DCI-sanctioned events must be authentic Magic cards. The only exception is if a card has become damaged during the course of play in a particular event (for instance, a shuffling accident bends a card or a drink gets spilled); in that case a judge may issue a proxy for use only for the duration of that event so the player can continue playing.

Our stance on counterfeits is also clear: Wizards remains committed to vigorously protecting the Magic community from counterfeiters. We will remain vigilant for illegal activity, and we will continue to work quickly and decisively with law enforcement agencies around the globe to protect against the creation or distribution of counterfeit Magic cards. Additionally, we reiterate in the strongest terms possible that any individual or retailer who knowingly deals in counterfeits works against the best interests of the community. Wizards has eliminated and will continue to eliminate from the DCI and WPN anyone who knowingly distributes counterfeit cards.

What has gotten caught up in the confusion are playtest cards used outside of sanctioned DCI events. And the reason it has gotten confusing is because we’ve never really talked about them before. So let’s do that.

A playtest card is most commonly a basic land with the name of a different card written on it with a marker. Playtest cards aren’t trying to be reproductions of real Magic cards; they don’t have official art and they wouldn’t pass even as the real thing under the most cursory glance. Fans use playtest cards to test out new deck ideas before building out a deck for real and bringing it to a sanctioned tournament. And that’s perfectly fine with us. Wizards of the Coast has no desire to police playtest cards made for personal, non-commercial use, even if that usage takes place in a store.

[…]

 

In tournaments, matches are played best of three games to determine the winner. The time limit is set at 50 minutes, after which 5 additional turns begin. These turns alternate between the two players (e.g., Turn 0 is the active player’s turn at the end of time, Turn 1 is the opponent’s turn, and so on). If the time expires and neither player has won the current game within the additional turns, that game does not count towards the match result. For example: Player A wins the first game, Player B wins the second, and time expires during the third game. Five additional turns are played. If no one wins during these turns, the match ends in a draw. Another example: Player C wins the first game, and time expires during the second game. If the second game isn’t completed within the additional turns, the match ends with a score of 1-0 for Player C.

No, the player who goes first does not draw at the beginning of their first turn.

In Centurion, poison counters follow the rules observed in other formats. Accumulating ten poison counters results in a player losing the game.

See MTG CR 122.1d:

If a player has ten or more poison counters, they lose the game as a state-based action. See rule 704. A player is “poisoned” if they have one or more poison counters.

In Centurion, the banlist is continually updated by the Committee with the support of the testing team to ensure a balanced gaming experience.

A core principle of the format is to restrict cards that provide excessive mana acceleration. As such, cards like Black LotusJeweled LotusSol RingMana Crypt, and Mana Vault are prohibited.

Each banlist update includes ‘News & Notes’ where we share insights, updates on ongoing projects, introduce new staff members, and communicate any other important information to the community.”

Updates to the banlist are bimonthly and are posted here on the website. On the website homepage, you can find the date of the next scheduled update.

In rare instances where a new release or deck disrupts the gameplay, emergency bans may be implemented outside of the regular schedule.

In Centurion we never disclose cards that are at risk of being banned or under consideration for unbanning. Therefore, there is no watchlist. This is to prevent influencing the metagame which could disrupt the format’s balance.

It’s tricky to give a one-size-fits-all answer on how many lands you should play, but we recommend somewhere between 35 and 40. Keep in mind that the lower the average mana cost of your deck (the mana curve), the fewer lands you’ll need.

Compared to multiplayer variants, Centurion undergoes several unique changes. When played in a 1v1 setting, it introduces new rules and notably alters the pace of play. The banlist, developed and refined over years of testing, is tailored to the dynamics specific to 1v1 matches.

Transitioning from EDH, players should be ready to follow Centurion’s gameplay flow, characterized by interactivity and a lot of unexpected maneuvers.

Centurion boasts a robust community that consistently engages with its banlist. This list is meticulously crafted to foster diverse gameplay strategies, allowing for extensive deckbuilding possibilities. The format thrives in a well-regulated environment where the metagame is under continuous analysis.

One of the great advantages of the Centurion format is its incredible variety. You can choose from a multitude of decks, each with its own strengths and effectiveness. From aggressive aggro decks to controlling midrange strategies and intricate combo builds, Centurion offers a wide spectrum of playstyles to explore and enjoy. This diversity not only enhances the depth of gameplay but also ensures that each match presents new challenges and opportunities for creative deckbuilding and strategic play.

You can study the metagame with this report that provides up-to-date data from various tournaments. 

Sure! You can take a look, for example, at this channel called Third Person Centurion or watch the videos in this playlist.

 

The format is characterized by a very active community! Centurion players enjoy discussing their decks, giving advice, and most importantly, playing. You will definitely find someone to engage with, chat with, and play against.

Join the Facebook group, the WhatsApp group, or the dedicated Discord channel.

If you need any kind of support, you can also contact us via email at centvrioncommander@gmail.com and through the official Facebook page. We’ll be happy to assist you!

Absolutely! Your contributions are valued for the Centurion project. We welcome anyone who shares our vision to contribute to the format’s growth.

We prioritize continuous improvement and actively seek feedback from our community to enhance the Centurion experience. Our open-door policy encourages active participation, allowing everyone to contribute ideas and solutions.

Transparency is fundamental to our approach: every decision is made openly and collaboratively, ensuring that all community members are informed and involved. Our goal is to create a healthy and enjoyable environment for all.

Please reach out to us at centvrioncommander@gmail.com if you’d like to get involved.

Currently, the format includes a national championship where players from across Italy compete throughout the year. This championship features several leagues where players face off weekly, Level 1 tournaments where leagues compete against each other, and Level 2 tournaments that conclude each of the four seasons in the year. At the end of the year, the top players compete in two final tournaments: the first by invitation only (limited to 48 players), and the second open to all players.

If you wish to organize an event within this circuit, you can contact us at centvrioncommander@gmail.com.

For practical advice on organizing a “less competitive” tournament, here are some suggestions:

  • Contact us for guidance and promotional support.
  • Connect with a local Judge who can assist with organization and oversee the event.
  • Adhere to Tournament Rules and other guidelines from Wizards of The Coast / DCI and check resources on their website.
  • Opt for Regular Rules Enforcement Level (REL) for smoother gameplay.
  • Promote a welcoming and inclusive atmosphere to encourage participation from all skill levels.
  • Provide clear and concise event details, including schedule, format, and any special rules, well in advance.
  • Ensure fair and consistent enforcement of rules throughout the tournament to maintain a positive experience for all participants.
  • Select a location that can comfortably accommodate the expected number of players and provide adequate facilities (tables, chairs…)
  • Decide on the tournament structure (top8, Swiss rounds, etc.) and communicate it clearly to participants beforehand.
  • Plan for breaks during the event to allow players to rest, socialize, and refresh before the next match.
  • Keep participants informed with regular updates via social media, email, or a dedicated tournament website regarding schedule changes, rules clarifications, etc.
  • After the tournament, solicit feedback from participants to identify areas for improvement and gather ideas for future events.