So, a little discussion relating to one of the age-old questions in Commander.
No, not the "what do I cut to make room for X card" conundrum. That's an age-old question in any trading card game.
I'm talking about playgroup power creep. We've almost always been there. Someone's going to slam down Omni prematurely, or resolve Armageddon, or take too many extra turns in succession, eventually creating a situation where everyone else is generally not having a good time if not answered with swiftly. Sometimes they effectively jump 3 turns ahead of everyone else with turn 1 Land-Sol Ring-Signet and resolve their commander on turn 2. And we can't always count on a player running blue to be readily available in each pod.
A mixture of bad memories and salt will eventually offset this by having that player become the prime target of the table before they even do anything (I've played Neku, I experience this regularly). But when 2 or more people get into this tier, everyone else outside the tier ends up sitting out, feeling bad, and/or glaring at the offenders.
What do you do when several players begin playing to win at the expense of the rest of everyone else's fun? Do you force yourself to adapt and line your deck with similar degeneracy? Do you create different decks for different power tiers and playgroups? Does the playgroup establish/enforce house rules to rein in the arms race?