Learn/brackets/4 of 4

Rule Zero

Rule Zero is the idea that Commander's official rules are a baseline, and your playgroup can modify them by agreement. Brackets provide a structure for this, but the pregame conversation handles everything brackets don't cover.

The pregame conversation

Before every game, especially with new players, cover these:

1. State your bracket. "I'm playing a Bracket 3 Meren Aristocrats deck." This sets the baseline power expectation.

2. Mention surprises. If your deck does something that might frustrate people, say so upfront:

  • "I run a couple of infinite combos, but they're late-game"
  • "This deck has stax elements"
  • "I play extra turns"
  • "There's some mass land destruction"

3. Ask about things you care about. Different players have different sensitivities:

  • "How do we feel about infinite combos?"
  • "Anyone have an issue with stax?"
  • "Proxies OK?"
  • "How fast do people want games to end?"

4. If one player isn't OK with something, respect that. This is the whole point. If someone says "I'd rather not play against stax," you switch decks or adjust. Commander is a social format. The game should be fun for everyone at the table.

Common Rule Zero agreements

These come up frequently in playgroups:

"No infinite combos before turn 8." Late-game combos are fine, but don't assemble a two-card win on turn 4. Gives everyone a chance to play the game.

"Proxies are fine." Some groups let you proxy any card. Others only allow proxies of cards you own. Others don't allow them at all. Ask.

"No mass land destruction." Already restricted by brackets (Brackets 1-3), but many groups extend this to Bracket 4 as well. Getting Armageddoned is miserable for most players.

"No stax." Winter Orb, Static Orb, Stasis. Some groups find resource denial unfun. Others enjoy playing through it.

"No extra turns." Nexus of Fate loops and Time Stretch can make opponents sit and watch for 10 minutes. Some groups ban extra turn spells entirely.

Proxies

Proxies are stand-in cards (usually a printed card image slipped in front of a basic land in a sleeve). They let you play cards you can't afford.

Arguments for: Commander is expensive. A $200 mana base shouldn't be required to play. Proxies level the playing field.

Arguments against: Part of deckbuilding is working within constraints. Card prices exist. Some players feel proxying reduces the meaning of building a collection.

Most casual groups allow proxies. Tournament play varies. Ask before you sit down.

Politics and etiquette

Commander is a political format. Deals get made. Here's what's generally considered fair play:

Making deals is fine. "Don't attack me this turn and I won't wipe the board." Standard Commander.

Breaking deals is allowed but has social costs. You can break a deal, but people remember. Future deals will be harder.

Threat assessment matters. Attack the player who's actually ahead, not the person who hit you once three turns ago. Grudge-holding makes games worse.

Kingmaking (deliberately choosing who wins) is frowned on. If you're going to lose, don't arbitrarily decide who wins by giving them all your resources.

Scooping (conceding). You can concede at any time, but scooping at instant speed to deny an opponent triggers (like lifelink damage or card draw) is considered bad form. If you're going to scoop, do it on your turn.

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