• Players choose a legendary creature as the commander for their deck.
  • A card’s colour identity is its color plus the colour of any mana symbols in the card’s rules text. A card’s color identity is established before the game begins, and cannot be changed by game effects. The cards in a deck may not have any colours in their color identity which are not in the colour identity of the deck’s commander.
  • A Commander deck must contain exactly 100 cards, including the commander. If you’re playing a companion, it must adhere to color identity and singleton rules. While it is not part of the deck, it is effectively a 101st card.
  • With the exception of basic lands, no two cards in the deck may have the same English name. Some cards (e.g. Relentless Rats) may have rules text that overrides this restriction
  • Players begin the game with 25 life.
  • Commanders begin the game in the Command Zone. While a commander is in the command zone, it may be cast, subject to the normal timing restrictions for casting creatures.
    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 casting it has already cast A COMMANDER SPELL from the command zone that game. This additional cost is informally known as the “commander tax.
  • If a commander would be put into a library or hand, its owner may choose to move it to the command zone instead.
  • If a commander is in a graveyard or in exile and that card was put into that zone since the last time state-based actions were checked, its owner may put it into the command zone.
  • If a commander would be put into its owner’s hand 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.
  • Being a commander is not a characteristic [MTG CR109.3], it is a property of the card and tied directly to the physical card. As such, “commander-ness” cannot be copied or overwritten by continuous effects. The card retains it’s commander-ness through any status changes, and is still a commander even when controlled by another player.
  • if a player has been dealt 21 points of combat damage by a particular Commander during the game, that player loses a game.
  • Commanders are subject to the Legend rule; a player cannot control more than one legend with the same name.
  • Abilities which bring other card(s) you own from outside the game into the game (such as Living Wish; Spawnsire of Ulamog; Karn, the Great Creator) do not function in Commander.
For tournaments:
  • Matches are best-of-three.
  • We recommend a time limit of at least 50 minutes.
  • No sideboards are used.

Banned and Legalities Lists

1) Legalities Lists
2) Banned cards as a Commander Only
3) Banned cards as a Partner / Companion Only
4) Banned cards from all Centurion Commander Games 'BANLIST'

You can’t have any of these cards in a Centurion Commander game.
This is in addition to points 2),3) and 4).
Only cards that are playable in sanctionned Magic The Gathering formats are legal in Commander, and, therefore, in Centurion Commander.

-That excludes special border cards like:
-Gold-bordered cards (World Events promo cards / …)
-Silver-bordered cards (Unhinged / Unglued / Unstable / Holiday cards / …)
-Scroll-looking cards that like Conspiracies.
-Square-cornered cards (Collector’s Edition / …)
-Oversized and other miscellaneous cards such as Planechase Planes, Archenemy Schemes, Vanguard cards, Helvault cards, etc.
-That also excludes the cards that use the “Ante” word :
Amulet of Quoz
Bronze Tablet
Contract from Below
Demonic Attorney
Jeweled Bird
Tempest Efreet
Timmerian Fiends
-That also excludes physical abilities cards that are Falling Star and Chaos Orb.
-The fast subgame card (which is not an effect, but is a real card) Shahrazad is also excluded.

(yet still playable in a deck)
These cards can’t be your commander, but are still allowed in your 99 cards decklist. This is in addition to points 1) and 4).

(yet still playable in a deck or in a command zone but lonely)
These cards can be your commander, but not with olther Commander Cards, however are still allowed in your 99 cards decklist. This is in addition to points 1) and 4).


You can’t have any of these cards in a Centurion Commander game, in any zone of the game except to points 2)Banned cards as a Commander Only and 3)Banned cards as a Partner Only. This is in addition to points 1),2) and 3).

Black Lotus
Chrome Mox
Grim Monolith
Jeweled Lotus
Mana Crypt
Mana Vault
Mox Diamond
Mox Emerald
Mox Jet
Mox Pearl
Mox Ruby
Mox Sapphire
Sensei’s Divining Top
Sol Ring
Time Vault

Back to Basics
Food Chain
Oath of Druids
Out of Time
Parallax Tide
Survival of the Fittest
Underworld Breach

Demonic Tutor
Imperial Seal
Natural Order
Time Walk
Treasure Cruise

Ancestral Recall
Deadly Rollick
Deflecting Swat
Dig Through Time
Fierce Guardianship
Gifts Ungiven
Mana Drain
Mystical Tutor
Vampiric Tutor
High Tide

Emrakul, the Aeons Torn
Emrakul, the Promised End
Hermit Druid
Necrotic Ooze
Trazyn the Infinite
Protean Hulk
Thassa's Oracle

Ancient Tomb
Field of the Dead
Gaea’s Cradle
Mishra’s Workshop
Strip Mine
The Tabernacle at Pendrell Vale
Tolarian Academy

Breya, Etherium Shaper
Derevi, Empyrial Tactician
Edgar Markov
Emry, Lurker of the Loch
Inalla, Archmage Ritualist
Kinnan Bonder Prodigy
Minsc & Boo, Timeless Heroes
Niv-Mizzet Reborn
Omnath Locus of Creation
Ragavan, Nimble Pilferer
Rofellos, Llanowar Emissary
Shorikai, Genesis Engine
Uro, Titan of Natures Wrath
Urza, Lord High Artificer
Winota, Joiner of Forces
Yuriko, the Tiger's Shadow

Rowan Kenrith
Will Kenrith
Vial Smasher The Fierce
Lutri, the Spellchaser (Companion Only)