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MTG dice: spindowns, d20s and how to decide who goes first

Which dice Magic actually uses, why a spindown is a life counter and not a random roller, what the rules say about rolling dice and flipping coins, and how to pick who goes first.

By · Updated 13 October 2026 · 5 min read

Delina, Wild Mage card art
Delina, Wild Mage · Art by Wisnu Tan
Short answer
Magic uses dice in two ways: as counters (a spindown d20 for life, small dice for +1/+1 counters and tokens) and for random results (cards that roll a d20 or flip a coin, and the roll for who goes first). A spindown is built for counting, not rolling: its numbers run in order around the die, so it’s a poor random roller. The rules allow digital dice as long as every result is equally likely (rule 706.1b).
In this article

Most Magic players own more dice than they ever roll. The 20-sided die from a Bundle sits in front of you as a life counter, a pile of d6s marks +1/+1 counters, and then a card says “roll a d20” and everyone looks for a die that isn’t already counting something.

The dice Magic actually uses

DieWhat it’s used for
d20 (spindown)Life totals. Turn it down one step at a time
d20 (regular)Deciding who goes first, d20 cards like Delina
d6+1/+1 counters, loyalty, tokens, the planar die in Planechase
d4, d8, d10, d12Cards from the D&D sets that ask for them
CoinCoin-flip cards like Krark

Most of the time a die on the table is a counter, not a random number. That’s fine, but it causes trouble when a card asks for a real roll.

Spindown vs regular d20

A spindown is a d20 with the numbers in order: 20 is next to 19, 19 is next to 18, all the way down. That’s what makes it good for life: you take 1 damage, you turn the die to the face right next to it.

It’s also why it’s a bad random roller. On a regular d20, opposite faces add up to 21 and high and low numbers are spread around the die. On a spindown, the high numbers are all on one side. A soft roll, or a die that only tips over once, lands close to where it started. If someone rolls for first turn with their spindown that’s been sitting on 20, ask them to use a real d20.

What the rules say about dice

Rule 706.1a sets the standard every die has to meet:

Such an effect may refer to an “N-sided die,” “N-sided dice,” or one or more “dN,” where N is a positive integer. In those cases, the die must have N equally likely outcomes, numbered from 1 to N.

A few more rules you’ll run into:

  • Digital dice are fine. Rule 706.1b lets players agree on another method, including a digital one, as long as it has the same number of equally likely outcomes.
  • Natural result vs result. The number on the die is the natural result. Modifiers like +1 change the final result, not the natural one (706.2). Cards that care about a “natural 20” look at the die itself.
  • Rolling with advantage. Pixie Guide, Barbarian Class and the commander Wyll make you roll one extra die and ignore the lowest roll.

Coin flips

Coin flips work the same way (rule 705). The coin needs two sides that are equally likely, and you can swap it for something else, like odd/even on a die, if everyone agrees.

One detail matters for Commander decks built around flips. For effects that ask you to win or lose a flip, the player flipping calls heads or tails, and only that player can win or lose (705.2). So an opponent’s flip never counts as your win for Tavern Scoundrel or Chance Encounter. Krark's Thumb lets you flip two coins and ignore one, which is how Krark decks win more flips than they lose. edh.wiki has a list of coin flip commanders.

Deciding who goes first

The rules leave this to the players. Rule 103.1:

In the first game of a match (including a single-game match), the players may use any mutually agreeable method (flipping a coin, rolling dice, etc.) to do so.

Strictly, the winner of that roll chooses who takes the first turn. Almost every Commander table just lets the highest roll go first. Then:

  • Turn order goes clockwise from the starting player.
  • Ties usually reroll. Only the tied players roll again. That’s a table habit, not a rule.
  • In a match, the loser of the previous game chooses who starts the next one.
  • In Archenemy, nobody rolls: the archenemy always goes first (103.1b).

In a two-player game the starting player skips their first draw. In Commander nobody does. The turn phases guide has the details.

The planar die

Planechase (a casual variant) uses its own six-sided die: one Planeswalker symbol, one chaos symbol and four blank faces (901.3a). On your turn, during a main phase with an empty stack, you can roll it. The first roll each turn is free, and each extra roll costs {1} more than the last (901.9).

The planar die is a die for triggers but not for numbers. Rolling it triggers Brazen Dwarf, but effects that care about the result of a roll ignore it (901.9d).

Dice at the table, minus the pile

The problem with physical dice in Commander is that they do two jobs. The d20 that tracks someone’s commander damage is the one they grab when Delina attacks, and suddenly nobody knows what the life total was. Keeping counters and random rolls on separate things fixes that.

Lotus has a dice roller with d4, d6, d8, d10, d12, d20, a custom die of any size and a coin flip. You can pin one die to the main screen. High Roll rolls a d20 for every player at once, rerolls ties, and can set the starting player for the turn tracker.

FAQ

What is a spindown die?
A 20-sided die with the numbers arranged in order, so 20 sits next to 19, 19 next to 18 and so on. It’s made for tracking life: you turn it one step down when you take damage. It comes with many Magic products, like set Bundles.
Can you roll a spindown die?
You can, but it’s a bad idea. Because high numbers sit next to each other, a lazy roll or a die that’s just turned a little lands close to where it started. Use a regular d20 or a digital roller for anything random.
Can you use a dice app instead of real dice in Magic?
Yes, if everyone agrees. Rule 706.1b lets players use an alternate method, including a digital substitute, as long as it has the same number of equally likely outcomes as the die the card asks for.
How do you decide who goes first in Commander?
Any method everyone agrees on (rule 103.1). Most tables have every player roll a d20 and the highest roll goes first, rerolling ties. Turn order then goes clockwise from the starting player.
Does the planar die count as rolling a die?
Partly. Rolling the planar die triggers abilities like ‘whenever you roll one or more dice’, but effects that care about the number you rolled ignore it (rule 901.9d).