Commander is Magic: The Gathering's most-played format. It was created by fans in the late 1990s and soared in popularity after being officially adopted by Wizards of the Coast in 2011. Thanks to its unique deck-building structure, capacity for more than two players, and penchant for giving the splashier, less competitive side of MTG's vast card catalog a place to shine, Commander quickly became a first choice for MTG newcomers and a favorite among long-time players. It's a great format to play today, and the first step is choosing the right commander.

MTG's Commander format requires players to build decks with 100 unique cards, as well as choosing a legendary creature as their commander that remains outside the deck. Commanders can be played like a normal card on their owner's turn, and after they are sent to the graveyard or exiled, they return to their starting position and can be played again for 2 more colorless mana each time. Commanders are the crux of their namesake format, but with over a thousand legendary creatures to choose from, it's not always easy to know which one is right for which deck -- so here's the important things to know when choosing a commander.

Related: Magic: The Gathering: Tales of Middle-earth Release Date, Leaks & Spoilers

MTG's Commanders Bring Powerful Abilities to the Table

Thalia rides the Gitrog Monter in Magic the Gathering

Players can only use cards that match their commander's colors, which heavily influences deck-building. But commanders bring more than just color identity to a deck. MTG's legendary creatures are often extremely powerful, and having access to one that can be played repeatedly and reliably every game enables some crazy combos and synergies. This tends to be the crux of many players' win conditions in Commander, which is why the commander's abilities are the most important thing to consider. Commanders often bring powerful mechanics to the table that synergise with other cards in the deck, or can even win games alone.

It's also important to consider is how threatening the commander will be to other players, and it's sometimes possible to choose a commander that's too powerful. A commander overwhelmingly strong will be the target of other players' removal spells as soon as it's played, and they may even hold onto additional removal for next time.

This is particularly common with commanders like Vishgraz, the Doomhive that use Magic: The Gathering's Toxic mechanic to win the game by giving other players poison counters. Atraxa, Praetors' Voice or Edgar Markov might be a better choice of commander, as these are formidable creatures with strong synergies that are generally not oppressive enough to be a target themselves. Players are advised to preserve their commander where possible and think wisely about when to bring it into play, as it can be extremely costly and even game-losing to repeatedly lose the commander in combat.

Related: Magic: The Gathering’s Planeswalkers Are in Trouble

MTG's Best Commander Is One That Isn't Always Needed

Kardur Doomscourge from Magic the Gathering's Starter commander deck

It sounds counterintuitive, but a good commander is one that doesn't need to be played in order for the deck to function. Commanders with unique, powerful mechanics can provide fun gameplay opportunities, but if the deck can't stand up on its own, players will usually lose if they can't play the commander early enough. Players should always be on the lookout for other cards in their commander's color identity that make good substitutes and fill the same role.

If the commander does have important, one-of-a-kind mechanics, some cards in the deck should be devoted to keeping the commander on the field as long as possible by buffing it with abilities like hexproof, protection or indestructible. The Commander format has a number of fantastic colorless options available that can slot into any deck, and with Commander Masters looking to reprint many community favorites, it'll be easier than ever for players to get those much-needed staples.

Related: How March of the Machine Will Change Magic: The Gathering Forever

MTG's Best Commander Is its Most Fun Commander

Vraska for the art in Guilds of Ravnica set Magic: The Gathering

One of the biggest reasons for Commander's popularity as a MTG format is the freedom and creativity offered by its deck-building, and picking a commander that players personally enjoy will facilitate a much more enjoyable experience, even if it isn't mathematically the strongest. While MTG's complexity causes some issues for new players, the game does have an extensive library of interesting and fun legendary creatures, so there's certain to be a perfect commander for every deck.

Commander is still a casual format at its core, and choosing the best commander means choosing one that fits players' own style of play. Sometimes this means putting the most efficient and powerful cards available into a five-color deck with Kenrith, the Returned King, and other times it means building a silly theme deck using players' favorite characters from the lore. No matter which way players choose to build their decks, the best commander will always be the one they enjoy most.