The Unwritten Rules of the MTG Play Table

|Omèr Cremers
Crèmekleurige SpellArmory Academy-cover over MTG-tafeletiquette, met navy tekst, gouden rand en een veer in een inktpot.

In short

  • Good table etiquette is about respect for cards, time, and fellow players.
  • Discuss how your decks play and what you expect from the game before a match of Commander. This conversation is called Rule 0.
  • Don't just ask about power level: ask how a deck wins, how fast it is, and how reliable it is.
  • Commander Brackets help with that conversation. Counting only Game Changers is insufficient for categorizing a deck.
  • You agree on house rules together in advance. You don't need to be an experienced player or have an expensive collection to be welcome.

You don't need to know all Magic cards to be a pleasant person to play with. Handling cards with care, communicating clearly, and leaving room for questions will get you a long way.

Below you will find ten practical table agreements, followed by an explanation of Rule 0. The advice is primarily intended for casual multiplayer Commander, but much of it works at every Magic table. Where an official game rule or tournament rule applies, it is noted separately.

To the ten table agreements · To Rule 0 · To Commander Brackets

Respect for the cards

1. Protect your cards and keep your deck recognizable

Sleeves are a practical way to limit wear and tear. Use the same backing for the cards in your deck and replace damaged sleeves that make a card recognizable. A playmat can help keep cards off a rough or dirty table.

That is a recommendation for careful play, not an entry requirement for a fun game. Want to know what suits your collection? Read the guide on protecting and storing cards.

2. Ask before picking up someone else's cards

A simple “May I read that?” is enough. Let the owner point out the card or read the text aloud. This also applies to a deck, deck box, or binder: interest is nice, but permission remains important.

3. Shuffle carefully and thoroughly

Shuffle your own deck well when necessary. According to the rules, shuffling must randomize the order; merely cutting a deck does not accomplish this. There is no fixed number of hand movements that is sufficient for every shuffling method.

Handle someone else's deck with care. When in doubt, ask how to handle it safely. Furthermore, tournaments have procedures for presenting and shuffling decks; follow the judge's instructions.

4. Keep the play area clean and organized

Keep drinks out of reach of cards and play with clean hands. Give everyone enough space for the battlefield, graveyard, and other zones. Be clear about which tokens and counters you are using and tidy up your things afterwards.

Respect for time

5. Stay engaged and communicate your steps

Think about your options during other turns, but keep track of what is happening. Clearly state which card you are playing, what your target is, and when you are finished. Give others the opportunity to respond; “I already did everything” does not prevent a valid reaction.

A complex turn may take time. For example, say: “I need to look at how this interaction works.” New players and players who need more processing time deserve patience. A friendly explanation helps more than sighing or taking over their turn unasked.

6. Be prepared and discuss how much time you have

If possible, bring tokens, counters, and something to track life totals. Forgot something? Feel free to ask if you can borrow it. If you don't know your deck well yet, mention that beforehand.

Arrive at the agreed time or let someone know if you are running late. If you have to leave at a certain time, mention that before the game. For a hard end time, agree on what you will do if the game is still in progress; a more powerful deck does not guarantee a short game.

Respect for each other

7. Solve rules questions together

Asking for a clarification is not unsportsmanlike. Read the card, check the current card text or rule if necessary, and calmly explain where the doubt lies. “I think it works differently; shall we check?” keeps the conversation open.

At a tournament, ask a judge for help. During a learning game, you can provide more explanation together, but be clear about when you are following the official rule and when you are deliberately making a house rule.

8. Keep politics within the game

Commander offers room for negotiation: “If you remove that threat, I won't attack you this turn.” Make clear exactly what you are agreeing to. This prevents two players from interpreting the same deal differently.

An attack, counterspell, or removal spell is not automatically personal. Discuss frustration about the game without belittling anyone. You also don't have to accept a deal just because the rest of the table is insisting.

9. Win and lose without putting anyone down

Being happy about a good move is fine. Laughing at someone for a mistake or insulting them because they removed your commander does not help the atmosphere. If you can't play calmly anymore, take a break.

Official game rule: you may concede at any time. You are therefore not obligated to sit through a game. Announce your departure calmly where possible; sportsmanship doesn't mean you have to stay if you have to leave or don't feel comfortable.

10. Help beginners without playing their deck for them

Ask: “Would you like a tip, or would you like to look yourself first?” Explain terms when that helps and give someone space to make their own choices. Not every less-than-optimal move needs to be corrected immediately.

A learning game works best when everyone knows that learning is the goal. It makes it easier to pause briefly to explain an interaction.

Tip from SpellArmory: discuss taking back moves.

For a casual game, you can agree that a clear mistake can sometimes be taken back if no new information has been revealed. Ask immediately and let the table judge whether a rollback is still fair. Drawing a card or seeing a reaction can change that. At a tournament, a judge decides what is possible within the tournament rules.


Rule 0: what kind of game do you want to play?

Rule 0 is the common term for the conversation before a game of Commander about expectations and any house rules. For example, you discuss how strong the decks are, which playstyles you are bringing, and whether someone is still learning the format.

In a familiar group, this can be brief. With new players or unknown decks, a bit more explanation is wise. The goal is not to make a perfect prediction, but to prevent big surprises about the type of game.

Why “my deck is a 7” provides little guidance

A number only works if everyone uses the same scale. What one group calls a 7 might mean something completely different to another group. Also, “a modified precon” doesn't tell much without knowing what has been changed.

Therefore, describe what your deck actually does. The name of your commander, the price of your cards, or one well-known staple doesn't tell the whole story.

Five questions for a useful Rule 0 conversation

  1. How does your deck win? For example, through attacks, commander damage, life loss, or a combo.
  2. How fast can that happen? Distinguish between an exceptional start and what your deck does regularly. Mention whether your assessment comes from actual games or from testing without opponents.
  3. How consistently does your plan get going? Think of searching for cards with tutors, fast mana, and protection for your win condition.
  4. Are there effects that strongly limit the game? For example, mention repeated extra turns, disabling many lands, or combinations that barely let others act.
  5. What practical agreements are needed? Think of playtime, beginners, proxies, and potentially taking back moves.

You don't have to reveal your full decklist or secret hand. Do be honest about important characteristics of your deck. “There is a fast combo in it, but I won't play it” is a less clear solution than choosing a compatible deck together.

Commander Brackets: a tool, not a math problem

Wizards uses five Commander Brackets as an optional tool to align expectations. The system is still in beta. This short comparison shows the focus and the allowed numbers of Game Changers; it is not a complete classification test.

Bracket Focus Game Changers
1 — Exhibition Theme and unique deck ideas are paramount. 0
2 — Core A less optimized, social game with room for setup. 0
3 — Upgraded Stronger synergy and more efficient cards. Max 3
4 — Optimized Powerful, highly optimized decks. No limit
5 — cEDH Competitive optimization within Commander rules. No limit

The numbers are boundaries, not an automatic result. Zero Game Changers does not automatically make a deck Bracket 2. Four or more only fit within the standard classification at Bracket 4 or 5, but do not automatically make a deck cEDH. Look at the whole deck and the intended play experience.

Speed, consistency, combos, extra turns, and removing access to lands also count. A deck that wins very early on a regular basis does not suddenly become suitable for a lower bracket because you wait to win on purpose. And an unmodified precon does not automatically belong in Bracket 2.

Use the official Commander page with Brackets and Game Changers for the current principles. A broader explanation can be found in the Commander guide by SpellArmory.

The images link to the respective card versions.

None of these examples by themselves determine whether a whole deck fits the table. A single restrictive card is different from a deck that constantly searches for and combines such effects. Removal and counterplay are also not automatically unsportsmanlike just because they disrupt your plan.

What do you agree on beforehand?

These topics can help. You don't have to tick them all off every evening; just discuss what is relevant to your game.

Topic A clear agreement
Decks and playstyle “We are looking for a game with time to build up. Which decks fit that?” Also discuss fast combos, recurring extra turns, and strong restrictions.
Proxies “Are recognizable replacement cards okay for everyone in this casual game?” Also agree on how the cards will remain legible.
Budget A budget challenge can be fun. Determine together what counts and which price source you use. The same price does not mean the same power level.
Beginners and mistakes “This is a learning game. We will explain interactions and discuss mistakes immediately.”
Time “I have to leave at ten. Is it still worth starting, and what do we do if the game isn't finished then?”
Deviating deck rules A normally disallowed commander or card is only possible as a consciously agreed exception for your casual game. Ask everyone for consent in advance.

Note for events: an agreement about proxies at the kitchen table does not grant permission to use them everywhere. At tournaments following the Magic Tournament Rules, only the Head Judge can issue an official proxy under specific conditions. Ask what rules apply at an event beforehand.

Tip from SpellArmory: the first mulligan is already free.

In multiplayer Commander, the first mulligan does not count towards the number of cards you put on the bottom of your library after keeping your hand, according to the official rules. After one mulligan, you can still keep seven cards. Agreeing on more free mulligans is indeed a house rule. This does not automatically apply to a two-player game.

A short example conversation

This fictional conversation shows how to make expectations concrete:

Player 1: “My deck wins by attacking. It needs time to build up and doesn't play an infinite combo.”

Player 2: “I also play via the battlefield, with a few board wipes. I'm not looking for a game that's decided in the first few turns.”

Player 3: “My first deck is very targeted towards an early combo. I also have a slower deck with me; that seems to fit better here.”

Player 4: “I'm still learning my deck. If there's room to explain things occasionally, I'd love to join.”

After that, you check if everyone is comfortable with that choice. It doesn't have to sound exactly like this. The benefit lies in the information you share, not in using the correct terms.

And if the decks don't match?

  • Switch if possible. Choosing a different deck is a practical solution. Not everyone has multiple decks; borrowing is only possible if both the owner and the player are comfortable with it.
  • Discuss a different play experience. A stronger or more competitive game is fine if everyone is in the mood for it.
  • Find another table. Different preferences do not mean someone is playing Magic wrong.

Don't pressure someone with “the rest of us think it's fine.” For a deviating house rule, you want consent from everyone in advance. A new disappointment during the game is not an automatic reason to ban a legal card on the spot.

Tip from SpellArmory: ask one concrete question afterward.

“Did this game fit what we discussed beforehand?” provides useful feedback. Name what happened: “We could barely play anything for several turns” is clearer than “your deck is stupid.” One exceptionally strong starting hand doesn't tell you how a deck normally plays.

A pleasant table doesn't require flawless players. It requires people who listen, are honest about their deck, and are considerate of each other. You can contribute to a fun evening without being responsible for every outcome or every emotion at the table.

Give your cards a protective layer.
Good sleeves help protect your deck while playing and shuffling. Choose a version that feels good to play with and fits your cards well.

View card sleeves

Read more at SpellArmory Academy

Sources and current status

The rules and bracket information were verified on September 26, 2026. The etiquette advice and suggested agreements are recommendations from SpellArmory, not an official code of conduct from Wizards.

Omèr Cremers, owner of SpellArmory Maastricht

Written by Omèr Cremers
Owner of SpellArmory, social worker, and full-time father. A fanatical MTG player and collector from Maastricht — Commander is my favorite format. Questions about which product is right for you? Feel free to send me a message.

Share this article