Turn order
Does Going First Matter in Commander? Turn-Order Win Rates
Going first should help. Across huge public datasets, it does. Our four-player games decided to be awkward: seat three won most often, while seat one had the lowest win rate.
By Mike, PodLog founder and Commander player
· 7 min read
The short answer
Yes, going first appears to help across large Commander datasets. A smaller playgroup can produce a completely different-looking chart, though. That is a reason to collect more games—not a reason to invent a seat-four consolation prize after one hot month.
Questions players are asking
- Does going first give a player an advantage in Commander?
- What are Commander win rates by seat order?
- Does the first player draw a card on turn one in multiplayer Commander?
- Should later seats receive a scry or another turn-order bonus?
Anonymized PodLog data
- 39.4% win rate — Three-player seat one: Seat one won 39 of 99 decisive three-player games with recorded turn order.
- 17.9% win rate — Four-player seat one: Seat one won 14 of 78 decisive four-player games with recorded turn order.
- 480,000 games — Public comparison: A recent public analysis reported 29.2% for seat one in four-player games.
PodLog sample: 99 decisive three-player games and 78 decisive four-player games from one anonymized group. Draws and games without complete seat order were excluded. The public datasets use different populations and methods, so this is a comparison, not a pooled estimate.
The giant dataset says yes
A recent public analysis looked at roughly 480,000 logged Commander games. At four-player tables, seat one won 29.2% and seat four won 21.5%. Seats two and three landed between them. The same first-to-last slide showed up at other table sizes.
Another analysis covered 1,929 cEDH league games. Among decisive results, seat one won 34.2% and seat four won 17.9%. cEDH is not casual Commander wearing nicer sleeves, but two very different datasets pointing the same way is hard to ignore.
Then our four-player results got weird
Our three-player games behaved themselves. Seat one won 39.4%, seat two won 34.3%, and seat three won 26.3%. With equally matched players, the starting expectation would be 33.3% each.
Four-player games flipped the story. Seat three led at 30.8%. Seat two followed at 28.2%, then seat four at 23.1%. Seat one brought up the rear at 17.9%.
If I stopped there, I could write a very clickable and very bad conclusion about seat three being secretly broken. The honest read is simpler: 78 games from one rotating group are noisy. The 480,000-game result deserves more weight; ours is a good reminder that a local chart can look strange for quite a while.
Yes, the starting player still draws
This question always appears once turn order comes up. Under the June 19, 2026 Comprehensive Rules, rule 103.8c says players do not skip the first draw in multiplayer games other than Two-Headed Giant. In normal three- or four-player Commander, seat one draws on turn one.
That is different from a regular two-player game, where the starting player skips the first draw. Before debating a bonus scry or another house rule, make sure the table is debating the rule Commander actually uses.
Do not invent a seat tax after five games
Random seats are still the cleanest default. If your group suspects a real imbalance, record the starting position and keep going long enough for different players and decks to move through every chair.
Five memorable wins are not a rules emergency. Separate three-player games from four-player games, keep the number of games beside every percentage, and let the pattern survive a few deck rotations before changing mulligans or starting life.
Where this leaves the table
The big-picture answer is yes: going first matters. The playgroup answer is messier because players, decks, and attendance can drown out that signal in a smaller history.
Randomize the seats, remember that the starting player draws, and keep tracking. If seat three keeps terrorizing our table for another few hundred games, I promise to report back.