Commander Etiquette: The Social Contract and Rule Zero

7 min readBy Manacove Team

Commander is the only Magic format where the social experience is considered just as important as the gameplay. While other formats are defined purely by their rules and ban lists, Commander has something called the "social contract" - an unspoken agreement between players that the goal is for everyone at the table to have a good time.

Understanding this social contract is just as important as understanding the rules. A player who builds a powerful deck but ignores the social dynamics of the table will have a worse experience than someone who brings a modest deck and reads the room well.

What Is the Social Contract?

The social contract in Commander comes down to one principle: games should be fun for everyone at the table, not just the winner.

This manifests in several ways:

Power level matching: Players should try to play decks of similar strength. A highly tuned deck playing against casual precons creates a one-sided game where nobody has fun.

Communication: Talking about your deck's power level, win conditions, and strategy preferences before the game starts helps set expectations.

Good sportsmanship: Winning gracefully, losing gracefully, and treating opponents with respect throughout the game.

Respecting time: Being mindful of how long your turns take and not dragging the game out unnecessarily.

Rule Zero

Rule Zero is the philosophy that your playgroup can modify any aspect of Commander to suit your preferences. The official rules and ban list exist as a baseline, but your table has the final say.

Common Rule Zero agreements include:

  • Allowing banned cards: Some groups allow cards like Channel or Trade Secrets because they find them fun rather than problematic.
  • Banning additional cards: Some groups ban Cyclonic Rift, Rhystic Study, or Smothering Tithe because they are too dominant in their meta.
  • Power level caps: "No infinite combos" or "no turns before turn 6 wins" are common house rules.
  • Un-cards or silver-bordered cards: Some groups allow funny, casual cards that are not officially legal.

Rule Zero only works with clear communication. Never assume your table shares your Rule Zero preferences. Always ask.

The Pre-Game Conversation

Before every Commander game, especially with players you have not played with before, have a brief conversation about what everyone is bringing. This does not need to be a ten-minute discussion. A quick check-in covers the essentials.

Power Level Discussion

Power levels are typically described on a rough 1-10 scale:

  • 1-3 (Casual / Jank): Precons, theme decks built around weird ideas, "cards I own" piles. Games are slow and silly.
  • 4-6 (Focused / Mid): Decks with a clear strategy, some staples, decent mana bases. Most Commander games happen here.
  • 7-8 (Optimized): Tuned lists with efficient combos, expensive mana bases, and strong synergy. Fast and competitive but not quite cEDH.
  • 9-10 (cEDH / Competitive): Maximum power. Turn 2-4 wins are possible. Every card is chosen for efficiency. This is a different game entirely.

A more useful way to describe your deck is by explaining what it does and when it wins. "My deck is Zombie tribal. It tries to build a wide board and win around turns 8-10 with Coat of Arms or a big Gray Merchant drain" gives more information than "I would say it is a 7."

Questions to Ask

  • "What power level are we playing?"
  • "Does anyone have any combos or early win conditions?"
  • "Are there any cards or strategies that bother anyone?"
  • "Is this a casual game or a competitive one?"

Table Etiquette

During the Game

Pay attention to the game: Scrolling your phone during other players' turns slows the game down and signals that you do not care about their plays. You do not need to watch every decision, but be ready when your turn comes.

Think ahead: Plan your turn while others are playing. If your turn takes 30 seconds because you already know what you are doing, the game flows smoothly. If every turn takes five minutes, everyone gets frustrated.

Explain your plays: Especially with complex cards or interactions, briefly explain what you are doing and why. "I am casting Cyclonic Rift overloaded to bounce everything" is better than silently putting cards back in people's hands.

Ask before touching others' cards: If you need to read a card, ask before picking it up. Some players are particular about their cards being handled.

Targeting and Politics

Spread the pressure: Focusing all your attacks and removal on one player while ignoring everyone else feels bad for the targeted player. Spread your aggression when possible.

Do not kingmake: If you are about to lose, do not use your last turn to ensure a specific other player wins or loses out of spite. Make the play that gives you the best chance.

Be honest about your board state: If someone asks how many cards you have in hand or what your life total is, give an accurate answer. Hiding public information is against the rules, and hiding private information (like hand size) is poor sportsmanship.

Winning and Losing

Win gracefully: Do not gloat, lecture opponents on what they did wrong, or declare how easy the game was. A simple "good game" goes a long way.

Lose gracefully: Do not scoop (concede) at a time designed to hurt another player. If someone is about to gain life from attacking you, scooping to deny them that life is considered bad etiquette.

Conceding: It is always acceptable to concede if you are not having fun or need to leave. But try to do it at sorcery speed (during a main phase) rather than in response to a game-changing trigger.

Common Pitfalls

Pubstomping: Bringing a deck far above the table's power level, intentionally or not. If you win quickly and easily, ask yourself if the table was at your level or if you need to switch decks.

Salt mining: Deliberately playing strategies designed to make opponents miserable rather than to win. Mass land destruction without a way to win, repeated extra turns that go nowhere, and stax effects that lock everyone out are all examples.

Rules lawyering: Commander is a casual format. If someone makes a small mistake (like tapping a land wrong), help them correct it rather than insisting on the game-changing interpretation.

Complaining about removal: Your opponents are allowed to remove your threats. Do not complain when they do. Build your deck to be resilient instead.

Building for the Social Contract

When building your deck, think about whether it will create good games.

  • Include interaction: Decks that cannot interact with opponents create solitaire games. Include removal and responses even if they are not optimal for your strategy.
  • Have a plan to win: Decks that play for hours without a way to close the game frustrate everyone. Make sure you can actually win in a reasonable timeframe.
  • Avoid excessive tutors at casual tables: Tutor-heavy decks play the same way every game, which reduces variety and fun.
  • Consider your opponents' experience: Will your deck let other players do their thing? Or does it shut everyone down before they get started?

Commander is a format built on the idea that Magic is better when shared with others. The best Commander player is not necessarily the one who wins the most. It is the one whose opponents always want to play another game.

For help building a deck that matches your playgroup's power level and budget, check out our guides on choosing your first commander and budget deck building.

MT

Written by Manacove Team

The Manacove team builds AI-powered tools for Commander deck builders. Collectively, we have been playing Magic: The Gathering for over 15 years.

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