Commander is a format that many Magic: The Gathering players are starting off learning how to play the game. This is great as Commander allows for social interaction, lots of gameplay decisions, and creativity when building decks. In my opinion, new players often miss the Rule 0 conversation when they start playing Commander.
What is the Rule 0 Conversation?
Commander is a casual, eternal, format that allows players to use most cards of Magic: The Gathering’s past. This can allow for some creative combos and decks that can win quickly. The rule 0 conversation allows players to discuss what power level they want to play at in their pod before play starts. Discussing this power differential allows players with lower power decks to still have a good time playing Commander.
What are the Benefits of this Conversation?
Newer and experienced players will also be able to play at a relatively same level of power with each other. This is the whole reason for the conversation, but it can be tricky to evaluate your deck, especially if you are newer. Wizards of the Coast and Magic: The Gathering have released a beta ruleset for assessing the power level of a Commander deck shown below.


New players getting into the Commander can not only discuss their power level of deck but also their experience level playing the game. Since Commander is a casual format, the other players should be able to give some slack to the new player and help them along with their turns.
What Should you do if Someone Isn’t at Your Power Level?
If someone doesn’t have a deck or refuses to play at your power level this can put a strain on your fun. My suggestion would be to find a new pod that is comfortable playing at your power level and can match your deck the best. Luckily, most players are willing to switch their decks out if they know they are playing with someone with a lower powered deck. The Commander format is meant to be fun, and the Rule 0 conversation allows playing to be fun for everyone involved.
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