In commander/multiplayer (3+ player) games, is it socially acceptable to form alliances with other players considered to be opponents? Genuine question, coz if it is that is sick and worth deep diving into.

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In commander/multiplayer (3+ player) games, is it socially acceptable to form alliances with other players considered to be opponents? Genuine question, coz if it is that is sick and worth deep diving into.
When you’re the first one to lose in a game of Commander that’s been dragging on forever
(Source)
How would you go about with a custom mechanic that counts the number of things in the command zone? It's the default 'holding zone' for fun effects, like the monarch, conspiracies, emblems, and of course, commanders. What scalable effects would you use for each color?
I didn’t know what to think of this prompt at first, but I thought about it my entire walk home, and the more I think about it, the more I like it.
I came up with a cycle of five monocolored cards designed around the “counting in the command zone” theme. But in order to make it work, it would have to be a “mega-cycle,” spanning across multiplayer products released over several years. (Including new Commander, Conspiracy, Archenemy, and Planechase products.)
I don’t know if black border rules can support these mechanics, but I think they can. (I wasn’t going for anything in “wacky” or silver bordered design space.)
I think I stayed fairly true to the prompt, as well as true to the color pie, and I’m quite pleased with the result. Please let me know what you think!!
Multiplayer Magic ideas:
Trying to solve the problem of twenty minutes between turns.. Turn Down: I thought about a phasing solution. You can take your turns indefinitely, but all opponents on a lesser number of turns are unaffected by your spells and abilities. When you finally get your infinite combo, you might not be able to win until every opponent has caught up or you've caught up to your opponent. Enforcer Vigilant: Everyone has a commmunity turn. You all draw and play lands, and the turns start and end at the same time. To explain combat, all creatures have vigilance and can both attack and block during combat. Each creature can block one creature per opponent, and creatures do not receive lethal damage unless it comes from a single source (look up the card Ogre Enforcer). Complicated? Oh heck yes it is. Anyone else have any ideas?