Rule 0 refers to the process players of Commander MTG go through, before playing a game, to determine what they are each trying to get out of the game. Examples might be, no infinite combos, no winning before turn 4, or banning particular commanders. In this episode, we explore the ramifications of this player philosophy, if it is achieving what it has set out to do, and the environment that might be created by removing it.
Hosts:
Forrest Imel forrestimel.com/
Gavin Valentine www.gavinvalen...
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Video Links:
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Thumbnail: Stasis by Seb McKinnon
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