June 23, 2025
At at my LGS last Thursday, tons of pods going around, friends playing together, new players learning the ropes and everyone is generally having a good time. I hear big plays happening on one side, and a board wipe on another. There's plenty of talk about cards, plays and big wins/losses.
But in the middle of it all, I start to realize. All of these games are really just solitaire. Players are building up a board state, making then engine, and then first to bulldoze or ping their opponents wins the game. The only interaction happening is either to protect a board state, or to prevent another player from getting too far ahead.
Everyone is having fun, why am I complaining? Well, first off, I'm not. But let me suggest some ways that you could have even MORE fun. Commander is a social format overall, which is why it's easily become the most popular way to play Magic: The Gathering.
This is why today, I'm here to advocate for more "Social-Interaction" cards to be included in your decks.
“Social-Interaction” is a fun combination of cards that are categorized as "Interaction" (cards that destroy, exile, counter, etc.) and "Social" (Cards that can give opponents a benefit). These cards are amazing to help you play them for favors, leverage, or simple table good will. Some great examples:
They force you to talk, because the spell’s optimal line usually involves negotiation: “Let’s both profit. Just don’t hit me for a turn, cool beans?” This opens so many doors for diplomacy, and it's a blast to play.
Note: I'm not discussing group hug cards. Social-Interaction cards are not cards that benefit EVERYONE.
Most games I see played are in Bracket 2/3. Meaning precons, upgraded precons, and decks with UP TO 3 game changers (I mostly see 1 or none), and 3 card combos MAX. Nothing designed to win before turn six. These games want conversation and are perfect for social interaction cards. It can really help to break up player tunnel-vision.
I plan on making a second post focusing more on game politics. But for now, here are a handful of political tools:
Put another way, they generate memorable decisions. Which is the reason most of us sit down with 100-card piles in the first place.
Wizards of the Coast clearly wants to encourage the social plays. Bloomburrow introduced gift. A new keyword that literally adds a political kicker to spells. When you cast a card with gift, you may promise an opponent a benefit (“gift a card,” “gift a tapped Fish,” “gift a Food,” even “gift a Treasure”). If you do, your spell arrives upgraded. Mark Rosewater describes it as “a lighter, friendlier way to power-up your spell by helping someone else”. Better yet, you can promise the gift to any opponent.
Early stand-outs:
I always aim for 8-12 total interaction pieces in any casual Commander list. (Interaction can be anything from remove, counters, or protection spells) Try dedicating 2-3 of those to social-interaction cards. That’s enough to shift table psychology without diluting your answers.
They also don't have to be Interaction cards. A lot of cards with "demonstrate" can help you get a massive leap in power while gaining some benefit from your opponents.
Below are a few of my personal suggestions that fit your curve and theme. I know I include a lot of the new gift cards, but I think they are a great way to start. If you have any suggestions, please let me know!
There are tons of other cards that could be used as "Social-Interaction" cards, but these are some of my favorites. The important part is to look for cards that don't just affect you, so look for cards that don't specify stuff that "You control" or "You own".
I hope this post has given you some ideas on how to add more social interaction to your decks. I personally love to politic and attempt to win favor with my opponents while driving them against each other. Next week I'll be publishing a post that focuses more on game politics and how to use social interaction to your advantage.
Until then, I hope you have a great time playing Magic: The Gathering, and remember to keep it fun!