When Should You Concede in Commander?

by
Cas Hinds
Cas Hinds
When Should You Concede in Commander?
(Stop ThatStop That | Art by Anson Maddocks)

We usually like to read articles about how to best win a game of Magic: The Gathering,

strategies on how to better your approach to the game. I'm not interested in that today. I want to talk about the approach we take, when we lose. When we concede a game, how do we go about it? This is, funnily, not a big deal in competitive 1v1 formats like Standard, but in Commander, it's a big deal.

Conceding a game when someone declares you as a target for a high value spell could potentially lead to irreparable damage to the board state for the other players.

In Commander, we all know that as a multiplayer format, the game doesn't necessarily end when you concede. In games like Standard, concession is encouraged to keep the games snappy and worthwhile.

Inevitable Defeat

When a player sees they've lost, they concede, in Competitive 1v1 formats. I want to talk about the the potential perspectives and feelings surrounding the topic of concession in Commander.

"Da Rules"

Before we get into how we feel, it's important to discuss the official, Wizards of the Coast's, ruling on the topic. Trust me, pro instant speed scoopers in Commander are quick to bring up the comprehensible ruling on the topic. Rule 104.3a reads: "A player can concede the game at any time.

Lose Hope

A player who concedes leaves the game immediately. That player loses the game." So, according to Wizards of the Coast, scooping happens instantaneously. Before we discuss the morals of this, we have to discuss what happens when a player leaves the game.

According to rule 800.4a: "When a player leaves the game, all objects (see rule 109) owned by that player leave the game and any effects which give that player control of any objects or players end. Then, if that player controlled any objects on the stack not represented by cards, those objects cease to exist.

Then, if there are any objects still controlled by that player, those objects are exiled. This is not a state-based action. It happens as soon as the player leaves the game. If the player who left the game had priority at the time they left, priority passes to the next player in turn order who’s still in the game."

Lose Focus

So, when someone concedes, everything about their board state, instantaneously changes. This is important to consider. Reading through some of 800.4: If combat damage would be assigned to that player, that damage isn’t assigned; If an object requires that player to pay a cost or choose whether to pay a cost, that cost is not paid; and mostly importantly according to 109.1.

An object is an ability on the stack, a card, a copy of a card, a token, a spell, a permanent, or an emblem so all objects owned by that player leave the game and any effects which give that player control of any objects or players end. Now that we're acquainted with the rules, now for the blood.

Timing

The biggest aspect of the etiquette of conceding focuses solely on the speed in which you concede. The colloquial term for this is instant speed scooping and sorcery speed scooping. Instant speed scooping allows a player to remove themselves from a game at any time, as written by WOTC.

Impeccable Timing

It allows a player to leave a game which, from what I see online about this topic, is usually a miserable to continue playing. And they can do that on their own terms.

If they're sitting through a miserable Stax game, with no win in sight or an indeterminate infinite combo that the opponent insists on demonstrating, they can do that whenever they need to.

It also allows for the salty scoop as well, the spiteful one that might affect the games state or not, but simply when you no longer want to be apart of the game. We've all been there.

Lose Calm

The alternative is the sorcery speed scoop, which is also known as scooping on your turn. The idea is to let everyone have a chance to do what they need before you scoop.

This one is a little finicky because players will also just like to ask permission to scoop at instant speed in lieu of sorcery speed and consider them equal. "Can I scoop if you don't need me in the game for your turn."

Sorcery speed scooping allows triggers to happen as they need to before removing themselves from the game. It allows player dependent effects to continue until all players have had a chance the utilize this. An InsurrectionInsurrection could be ruined by a instant speed scoop by the wrong player.

It disrupts the game state by scooping at instant speed, so sorcery speed scooping attempts to mitigate that. Asking permission also mitigates that.

It wouldn't be an opinion piece if I didn't include my 2 cents. I think for the most part, sorcery speed scooping is the way. We want to win because of our genius of the game.

We don't want to spite another player's win while losing ourselves. We're not trying to king-make, so scooping at instant speed seems spiteful to the person who is trying to win. However, for some reasons I'll get into in a second, scooping at instant speed should be an option as well.

Doing the Thing

Another contentious point about concessions is the feeling and reasoning behind the act. I know that's vague, but follow me. Sometimes a game of Commander is down to two players, putting their heart and soul into the end of the game. One player manages to play two components to an infinite combo.

The other player notices and has no interaction and concedes on the spot. The first player might feel some kind of way not being able to play out their combo at least once before their opponent concedes. They built their deck to do the thing and they want the opportunity to do that thing: demonstrate the loop, or finish out their turn to win without the loop.

This is the exact sentiment that brought me to writing this article (and posting about it on my socials to get ideas from the community).

My thoughts here, personally, are that you've already won in a 1v1 when I concede. Conceding is a legitimate win to the other player, and it should feel like that. I know it might not feel as good for some players, but it is still a win. Why should I have to walk through your combo to know that I've lost?

I know it will only take 3 seconds to demonstrate the loop, and to be really honest, I'm willing to see it if the first time you've ever done it, or you're not sure about the line in it and are testing, but if it's just to win the way you want, I'm out.

It seems like you're rubbing my face into a loss. This is why a lot of players insist on scooping at instant speed even when it's high key toxic: to protect against players that want to rub their faces into a loss or a player who wants to make the experience un-fun for the other player. But maybe that's the salt in me. I imagine you can feel the heavy levels of salt through the screen.

What is the Right Etiquette?

Hey, if left to me, it will always be a concession at sorcery speed unless the person you're playing with is trying to rub it in your face. Sympathy first, flexibility when needed. The interesting thing is that concession is admitting a loss, which is tough in and of itself. No one likes to lose, to say they have nothing left, but this article is more about how that action affects others.

Jaws of Defeat

In Commander everything we do doesn't just affect our board states and our emotions but the board states and emotions of our opponents. What exactly is most important in a game of Commander: personal fun or the fun of the table? It's tough to say when those two things diverge in a game.

Either way, I know I took sides with this article, but take my thoughts as a suggestion. I know how unique everyone's experiences are and these aren't hard and fast rules. I see the ultimate merit to both sides of the argument, and because I've shared a lot of your sentiments.

We can't transpose a hard rule for every play group. We can't expect others to accept our personal expectations on a game, just like we can't get people to not lie about the power levels--sorry, Bracket--of their decks just to get a cheap win. However, we can advocate as much as we can and avoid players we don't enjoy.

Closing Statement

I will always end an article with the same thing: talk to your pod. Talk about your reasons for wanting to scoop at instant or sorcery speed and discuss your feelings on it. It's not about what is right or wrong, it's about compromise to make the experience best for everyone.

Commander is an incredibly social game and requires social solutions. Maybe WOTC sees a need here, like they have with the Brackets, to discuss a Commander specific rule on scooping. Perhaps they don't need to. I want to hear your thoughts! For more social aspects of Commander, check out Am I the Bolas.

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