In Commander, a card's color identity is determined by every mana symbol and color indicator that appears anywhere on the card (CR 903.4). For split cards specifically, CR 708.4 clarifies that characteristics of a split card include the combined characteristics of both halves while the card is outside the battlefield — which directly affects color identity calculation.
This means that if you have a split card like Fire // Ice, its color identity includes red (from Fire's mana cost) AND blue (from Ice's mana cost). Even if your commander is a mono-red commander, you could not include Fire // Ice in your deck, because the blue mana symbol on Ice's half is part of its color identity.
This rule applies equally to all varieties of split cards: traditional split cards (Fire // Ice), aftermath cards (Commit // Memory), and adventure cards are handled similarly under CR 715.4. Meld cards follow the same principle for each individual meld piece.
Concrete example: You want to include Wear // Tear in a Commander deck. Wear costs {1}{R} (red) and Tear costs {W} (white). The card's color identity is {R}{W}. Only a commander whose color identity includes both red and white — such as Aurelia, the Warleader — would legally allow this card in the deck.
The practical takeaway: always check both halves of any split card when evaluating color identity for Commander deckbuilding. A card is only legal if every mana symbol across all halves falls within your commander's color identity (CR 903.4d).
Unofficial fan resource — not affiliated with or endorsed by Wizards of the Coast. Answers are AI-generated estimates grounded in the Comprehensive Rules and are not a substitute for an official judge. Verify anything match-critical.