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Companions

The ten companion cards in Commander, their deckbuilding restrictions, how many decks run each one, and the commanders that build around them.

Every Companion, by Popularity

Each companion with its deckbuilding restriction and how many Commander decks run it.

Kaheera, the Orphanguard

Kaheera, the Orphanguard

4,471 decks

Each creature card in your starting deck is a Cat, Elemental, Nightmare, Dinosaur, or Beast card.

Lurrus of the Dream-Den

Lurrus of the Dream-Den

3,774 decks

Each permanent card in your starting deck has mana value 2 or less.

Keruga, the Macrosage

Keruga, the Macrosage

3,022 decks

Your starting deck contains only cards with mana value 3 or greater and land cards.

Umori, the Collector

Umori, the Collector

2,523 decks

Each nonland card in your starting deck shares a card type.

Obosh, the Preypiercer

Obosh, the Preypiercer

1,951 decks

Your starting deck contains only cards with odd mana values and land cards.

Gyruda, Doom of Depths

Gyruda, Doom of Depths

1,423 decks

Your starting deck contains only cards with even mana values.

Jegantha, the Wellspring

Jegantha, the Wellspring

903 decks

No card in your starting deck has more than one of the same mana symbol in its mana cost.

Zirda, the Dawnwaker

Zirda, the Dawnwaker

524 decks

Each permanent card in your starting deck has an activated ability.

Yorion, Sky Nomad

Yorion, Sky Nomad

115 decks

Your starting deck contains at least twenty cards more than the minimum deck size.

Lutri, the Spellchaser

Lutri, the Spellchaser

No decks yet

Each nonland card in your starting deck has a different name.

How companions work in Commander

A companion sits outside your 100-card deck. If your deck meets its restriction, you reveal it at the start of the game, and once per game you can pay {3} to put it into your hand as a sorcery, then cast it as normal. In Commander the companion doesn’t count toward your 100 cards, but it still has to fit your commander’s color identity.