The Command Tax
Every time you cast your commander from the command zone, it costs {2} more than the last time. First cast is normal cost. Second cast costs {2} extra. Third costs {4} extra. It adds up fast.
This is the command tax. It's one of the main balance mechanisms in the format. Without it, cheap commanders with powerful effects would dominate even more than they already do.
The math
| Cast | Extra cost | Total extra |
|---|---|---|
| 1st | {0} | {0} |
| 2nd | {2} | {2} |
| 3rd | {2} | {4} |
| 4th | {2} | {6} |
| 5th | {2} | {8} |
A 3-mana commander costs 3 the first time, 5 the second, 7 the third. A 6-mana commander costs 6, then 8, then 10. By the third cast of an expensive commander, you're spending your entire turn just getting it back.
The tax only applies to casts from the command zone. If your commander goes to your hand (Command Beacon, Unsummon) or gets reanimated from the graveyard, you pay the normal cost. The tax counter doesn't reset though. If you've cast from the command zone twice and then play it from hand, the next command zone cast still costs {4} extra.
What this means for deckbuilding
Cheap commanders (1-3 mana) handle the tax well. A 2-mana commander costs 4 on the second cast, 6 on the third. That's still castable. These commanders can afford to die. Build strategies that want your commander in play all the time, because you can keep recasting it.
Mid-cost commanders (4-5 mana) feel the tax on the second cast and really feel it on the third. Plan to recast once, maybe twice. After that, your mana is better spent elsewhere.
Expensive commanders (6+ mana) can't afford to die. A 7-mana commander costs 9 to recast, which is most of your mana on turn 9-10. Build to protect these commanders rather than recasting them. Lightning Greaves, Swiftfoot Boots, counterspells.
Ways around it
Command Beacon — sacrifice to put your commander into your hand from the command zone. Cast from hand, no tax. The land doesn't even tap for colored mana, but in decks with expensive commanders it's worth the slot.
Flicker effects — if your commander gets exiled and returns to the battlefield (Ghostway, Eerie Interlude), it never went to the command zone. No tax. This doesn't help if it actually dies, but it dodges exile-based removal.
Reanimation — let your commander die and go to the graveyard instead of the command zone, then reanimate it. Costs a card instead of extra mana. Black decks do this naturally.
Cost reduction — cards that reduce your commander's cost also offset the tax. Helm of Awakening, specific creature type reducers, etc.
When to let your commander die
Sometimes the right call is letting your commander go to the graveyard instead of the command zone. This is relevant when:
- You have reanimation in hand or on the battlefield
- You have graveyard synergies that benefit from your commander being there
- The command tax is already high enough that recasting from the command zone isn't practical
Sometimes the right call is the opposite: send it to the command zone even at high tax, because you need guaranteed access later. There's no universal answer. It depends on your hand, your board, and how the game is going.
Extra lands aren't wasted
One upside of the command tax: your late-game land draws are never dead. If you're flooding out on lands and your commander keeps dying, those extra lands pay for recasts. This is small consolation, but it's real.