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How To Have a Great Commander Rule Zero Discussion (Without the Awkward Vibes)

Commander rule zero is the pregame talk where everyone agrees what kind of Commander game they’re about to play, so nobody gets surprised by power mismatches or “gotcha” strategies.

It’s basically a quick expectations check: how fast decks can win, whether infinite combos or heavy tutors are on the table, if stax/locks, extra turns, or mass land destruction are in play, and any house rules like proxies. If the table isn’t aligned, rule zero gives people a normal way to swap decks, adjust plans, or find a different pod before the game starts.

I used to think Rule Zero was just, “what power level are we playing?”

Then i learned the hard way that “power level” is a word people use when they don’t want to say what their deck actually does. One person means “it wins fast.” Another means “it’s expensive.” Another means “it’s not rude.” And someone else means “it’s a seven, trust me.”

A great Rule Zero discussion is the opposite of that. It’s quick. It’s specific. And it’s basically one goal: make sure everyone is about to play the same kind of Commander game.

Not “perfectly balanced.” Just aligned enough that nobody feels tricked on turn four.

What Rule Zero actually is

Rule Zero isn’t a loophole where you announce new rules like you’re the table boss. It’s a group agreement. If everyone’s into it, cool. If not, you either adjust or pick a different deck or table.

That’s why the tone matters so much. If it feels like an interrogation, people get defensive. If it feels like a normal pregame handshake, people relax and answer honestly.

The best framing is simple:

  • “Here’s what i brought.”
  • “Here’s what kind of game i’m hoping for.”
  • “What about you?”

Start with the experience you want, not a number

If you want to dodge 90% of awkwardness, start here:

“What kind of game are we trying to have?”

Examples that actually communicate something:

  • “chill combat, longer game”
  • “mid-power, interaction is normal”
  • “high-power, combos are expected”
  • “cEDH vibe / tight play, fast wins”

You’ll notice there’s no 1–10 scale in there. That’s on purpose. Numbers are vague. Experience is real.

The most useful question you can ask

If you only ask one thing, make it this:

“If nobody stops you, what turn can your deck win?”

That question does a lot of work fast:

  • It forces people to talk about speed, not vibes.
  • It reveals if someone is on a “turn 4–6 plan” while the rest of the pod is on “turn 9–12.”
  • It makes mismatches obvious without anyone needing to accuse anyone.

If someone says, “i don’t know, i’m still learning the deck,” that’s also a valid answer. Now you know it might be swingy.

The 60-second Rule Zero script (steal this)

Here’s a script you can use at an LGS, with friends, anywhere. It’s fast and it doesn’t feel weird.

  1. “What kind of MTG game are we aiming for?”
    Chill, mid, high power, or cEDH.
  2. “How does your deck usually win?”
    Combat? Value grind? Combo? Alternate win?
  3. “How fast can it realistically win if nobody interacts?”
    Give a turn range.
  4. “Any of these: fast mana, lots of tutors, easy infinite combos?”
    This is the “no surprises” check.
  5. “Any stax, mass land destruction, or lots of extra turns?”
    These change the feel of the whole table.
  6. “Any proxy / house rule stuff we should agree on?”
    Quick yes/no. Move on.

That’s it. Shuffle.

How to describe your deck without sounding like a villain

A lot of Rule Zero fails because people think they’re being judged. So don’t “rank” your deck. Introduce it.

Try this template:

  • Game plan: “I’m trying to win by ____.”
  • Speed: “It usually threatens a win around turn ____.”
  • Consistency: “I run ____ tutors / almost none.”
  • Interaction: “Low interaction / medium / heavy.”
  • Spice flags: “It has infinites / stax pieces / extra turns / land destruction.”

You’re not apologizing. You’re giving the table what it needs to choose the right decks.

The topics that cause most feel-bads (ask directly)

Some things are totally fine in the right pod… and miserable in the wrong pod. These deserve direct questions because everyone’s default is different.

Fast mana

Fast mana changes the whole pace. If one person is doing big early jumps and the rest are on “land, go,” you don’t have a power level problem. You have a tempo mismatch.

Good phrasing:

  • “Are we doing just Sol Ring-level stuff, or full fast mana starts?”

Tutors

Tutors aren’t evil, but they turn “sometimes combo” into “combo every game.”

Good phrasing:

  • “How tutor-heavy is the deck? A couple, or a lot?”

Infinite combos

Don’t stop at “do you have infinites?” Ask how easy they are.

Good phrasing:

  • “Do you have any two-card infinites? Or is it more like a big multi-piece thing?”

Stax and lock pieces

This is where people get salty because it changes what “playing the game” even feels like.

Good phrasing:

  • “Any stax or lock plans? If yes, how hard are we talking?”

Mass land destruction and extra turns

These are table-defining. Some groups love them. Some groups hate them. Most groups just want to know before they commit.

Good phrasing:

  • “Are we okay with MLD tonight?”
  • “How many extra turn spells are you running?”

If someone’s deck relies on these, they should say so up front. And if the pod isn’t into it, the clean answer is just swapping decks.

Proxies: keep it simple and normal

For PrintMTG readers, proxies come up a lot. Treat it like any other Rule Zero topic: clear, quick, no drama.

Try:

  • “i’m running some proxies. They’re readable and clearly marked. Everyone cool with that?”

If the answer is no, you’ve got options:

  • switch decks
  • borrow cards
  • find a different pod

The goal isn’t to win the proxy argument. It’s to get a good game.

How to say “no” without it turning into a thing

It’s okay to opt out of a game you won’t enjoy. That’s not rude. It’s actually the healthiest use of Rule Zero.

You can say:

  • “All good, i’m going to grab a different deck so i’m closer.”
  • “That sounds like a fun table, but not what i’m looking for tonight. i’ll find a different pod.”

No lecturing. No sighing. Just a clean boundary.

Rule Zero with strangers: assume less, clarify more

With friends, you already share context. With strangers, you don’t. That’s why vague “it’s casual” answers fail.

In pickup pods, focus on:

  • speed (turn range)
  • win method (combat vs combo)
  • the big feel-bad categories (stax, MLD, extra turns)
  • proxies / house rules

If someone won’t answer anything concrete, that’s information too. Grab a deck with more interaction, or avoid the pod.

The underrated move: a 20-second post-game check-in

Rule Zero doesn’t end when the game starts. The fastest way to improve future games is a tiny check-in after:

  • “That was faster than i expected. good to know.”
  • “i’m cool with combos, but that lock was rough for me.”
  • “Next one i’ll play something stronger/weaker.”

Keep it calm. Make it about matching, not blaming. Over time, your group gets better at calibrating without needing long talks.

Conclusion

A great Commander Rule Zero discussion is short, specific, and honest.

Skip the 1–10 scale when you can. Talk about how you win, how fast, and whether you’re bringing the stuff that changes the whole table experience: tutors, fast mana, infinites, stax, extra turns, mass land destruction, proxies, and house rules.

Do that, and Rule Zero stops being weird. It becomes what it should be: a quick pregame handshake that leads to better games.

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