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MTG Commander House Rules: What to Agree On (and What to Avoid)

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House rules are like seasoning.

A pinch makes Commander better. A handful makes it inedible, and now we’re all eating sad noodles while arguing about whether that was “technically allowed.”

Let’s keep it to a pinch.

TLDR

  • House rules work best when they’re simple, written down, and agreed on before shuffling.
  • Prefer rules that change expectations, not the core rules text.
  • Best house rules: mulligan smoothing, proxy policy, time limits, takebacks, concession timing.
  • Riskiest house rules: custom bans, “no combos,” rule rewrites midgame, and anything that creates arguments.
  • When in doubt, do a one-night trial and review after.

House Rules vs Rule 0: What’s the difference?

Rule 0 is the pregame conversation. House rules are the recurring agreements your group uses often enough that they become default.

Rule 0 is:

  • “Are we okay with proxies tonight?”
  • “Are we playing high-power or chill?”

House rules are:

  • “Our group does one free mulligan.”
  • “We concede at sorcery speed.”
  • “We don’t play mass land destruction unless it immediately ends the game.”

House rules should make games smoother, not weirder.

The Best House Rules to Agree On (low drama, high payoff)

1) Mulligan smoothing

Most casual groups do some version of:

  • One free mulligan
  • “Partial Paris” style redraws (older-school groups still do this)
  • A “free first mulligan” plus friendly guidance for newer players

Why it helps:

  • Fewer non-games.
  • Newer players actually get to cast spells.

Risk:

  • If your group is super spiky, generous mulligans can reward the fastest decks.

If you play high-power regularly, keep mulligan rules close to official and let deckbuilding do the work.

2) Proxy policy (the adult way)

This is the most important house rule for a lot of groups because it touches:

  • Budget
  • Accessibility
  • Trust
  • Card readability

A good proxy house rule has two parts:

  • Permission: “Proxies are allowed.”
  • Standards: “They must be readable, clearly not for sale as real cards, and not confusing across the table.”

And always include the context:

  • Casual games are a group choice.
  • Sanctioned events follow tournament policy.

3) Takebacks and missed triggers

Agree on the vibe:

  • “Takebacks are fine if no new information was revealed.”
  • “Missed triggers are handled gently in casual, but don’t abuse it.”
  • “If it’s a complicated board, we communicate clearly.”

The goal is fewer “gotcha” moments, especially with newer players.

4) Conceding and kingmaking norms

Common, useful house rule:

  • “Concede at sorcery speed” (or at least: “don’t concede mid-combat to delete someone’s lifelink math”).

This avoids a ton of awkwardness, especially in multiplayer.

5) Time and pace rules

If your group has limited time, agree on:

  • “No 10-minute turns.”
  • “If you’re going to storm off, demonstrate the loop and we’ll move on.”
  • “We use shortcuts for repetitive actions.”

This is not about rushing. It’s about respecting people’s evening.

House Rules That Sound Good but Usually Backfire

1) “No infinite combos”

This one is tricky because it’s not one rule. It’s 40 rules wearing a trench coat.

Questions you immediately have to answer:

  • Does Dockside Extortionist looping count?
  • What about “infinite” combat steps that require combat damage to connect?
  • What about “I can do this 20 times” loops that are not technically infinite?

If your group hates surprise combo kills, a better rule is:

  • “No deterministic combo wins before turn X,” or
  • “Combos are fine, but disclose them in Rule 0.”

2) Custom bans without a plan

If you ban half the staples, two things happen:

  • The strongest decks adapt and stay strong.
  • The mid decks lose tools and get worse.

If you want to ban something locally, do it with intention:

  • Ban by category (fast mana, extra turns, hard locks) rather than by individual pet hate cards.
  • Put it in writing.
  • Review it after a month.

3) Changing core rules text

Stuff like:

  • Commander damage is 30 now
  • Start at 30 life
  • Extra commander tax for certain commanders
  • Color identity rewrites

You can do this with consent, but it gets messy fast because it changes card evaluations and creates constant “wait, how does this work here?” moments.

If your group loves variant Commander, awesome. Just write it down and treat it like its own format night.

4) Rules that create arguments midgame

If a house rule requires a debate every time it matters, it’s not a rule. It’s a fight generator.

Red flags:

  • “Use common sense” with no definition
  • “Don’t be sweaty”
  • “No tryhard cards”

Make rules objective enough that nobody has to guess.

A Simple House Rules Template (copy/paste)

Our Commander House Rules

1) Mulligans: [one free / official / other]
2) Proxies: [allowed/not] and must be readable and clearly not authentic cards
3) Takebacks: [allowed if no new info / not allowed / case-by-case]
4) Concessions: [sorcery speed / any time but don’t affect combat tricks]
5) Time/pacing: [shortcuts ok, avoid long loops, respect time limits]
6) Table expectations: [power bracket, combos disclosure, stax disclosure]

How to Introduce a New House Rule Without Starting a War

Use the “one night trial” approach:

  1. Propose the rule and the reason.
  2. Try it for one session.
  3. Review after: did it improve games, or just move the problem?

If you want the talk track, use MTG Commander Rule 0: The Pregame Talk That Actually Works (internal).
If you want scripts, use MTG Commander Pregame Scripts: Copy/Paste Rule 0 Prompts for Any Pod (internal).

FAQs

Are house rules “allowed” in Commander?

Commander culture explicitly supports groups shaping their own experience, as long as it’s a group agreement.

Are proxies legal in tournaments?

In sanctioned play, tournament rules apply. Judges can issue proxies in narrow situations (typically damage during the event), but players generally can’t bring homemade proxies and expect them to be legal.

Should we ban mass land destruction?

It depends on your group. Many players dislike it, but it’s not universally “illegal.” A common compromise is “MLD is okay if it ends the game quickly.”

Should we ban tutors?

If your group wants slower, swingier games, reducing tutors helps. Just know that the strongest decks often have redundancy anyway, so this is not a perfect fix by itself.

What’s the best single house rule for fun?

A gentle mulligan policy plus clear power expectations. Fewer non-games, fewer mismatches.

Wrap Up

House rules are great when they reduce non-games and misunderstandings.

They’re terrible when they become a second rules engine you have to memorize.

Keep them simple, write them down, and revisit them like adults who enjoy cardboard.