How we rate decks

A bracket should never feel like a mystery. We follow Wizards' official Commander bracket system to the letter, and we show you exactly how your deck reaches its rating — every card and rule that matters, each one you can check for yourself. Here's the whole picture.

Last updated: 2026-06-18

The five brackets

1

Exhibition

2

Core

3

Upgraded

4

Optimized

5

cEDH

What sets a deck's minimum bracket

Some cards and combos lock in a guaranteed minimum bracket, no matter what else the deck is doing. These come straight from Wizards' rules — they're the non-negotiables.

At least one Game Changer

≥ Bracket 3

Running one or more cards from the WotC Game Changers list puts the deck at Bracket 3 (Upgraded) or higher.

Source

More than three Game Changers

≥ Bracket 4

Running four or more Game Changers puts the deck at Bracket 4 (Optimized) or higher.

Source

Mass land destruction

≥ Bracket 4

Mass land destruction is not intended below Bracket 4. Any MLD card sets the floor to Bracket 4.

Source

Early two-card infinite combo

≥ Bracket 4

A two-card infinite combo that can win before mid-game sets the floor to Bracket 4.

Source

Late two-card infinite combo

≥ Bracket 3

A two-card infinite combo intended as a later-game finisher sets the floor to Bracket 3.

Source

Chainable extra turns

≥ Bracket 3

The ability to chain extra-turn spells (e.g. via recursion or multiple copies) sets the floor to Bracket 3.

Source

What places it from there

Above that minimum, we weigh what truly drives a deck's power — fast mana, tutors, combos and the game's highest-impact cards. Everyday ramp, card draw and removal barely move it, because every deck runs those.

Fast mana

Max impact +2.0

Sol Ring / Mana Crypt-class accelerants and rituals that warp the early game — a primary power marker.

Source

Ramp density

Max impact +0.8

Total acceleration sources — dorks, rocks, rituals, AND search/extra-land ramp, not just lands. A light signal: every functional deck ramps, so it only nudges the score.

Source

Card advantage

Max impact +0.8

Draw spells and repeatable draw engines. A light signal — card flow is present at every bracket.

Source

Tutor density

Max impact +2.0

Search effects that fetch specific answers/threats (not land ramp). A primary consistency/power marker. (No longer a hard rule as of Oct 2025.)

Source

Interaction density

Max impact +0.5

Share of nonland cards that answer threats. A light signal — healthy interaction is wanted at every bracket, so it barely moves the score.

Source

Instant-speed interaction

Max impact +0.5

Share of interaction that is instant-speed. B3+ decks target >=60% of interaction at instant speed. A light signal.

Source

Card quality

Max impact +2.0

Density of high-power (Game Changer) cards — a primary power marker. EDHREC popularity hook reserved for later.

Source

Combo density & speed

Max impact +2.0

Number and speed of infinite/near-infinite combos — a primary power marker. Early/compact combos contribute more.

Source

How power lands on a bracket

The more of that power a deck packs, the higher it sits. Here's where each level falls.

0.02.0Bracket 1 · Exhibition
2.04.0Bracket 2 · Core
4.06.0Bracket 3 · Upgraded
6.08.0Bracket 4 · Optimized
8.010.0Bracket 5 · cEDH

The lists we check against

Every deck is checked against the official Game Changers list and the Commander banlist.

53

Game Changers tracked

42

Commander banlist entries

Our Game Changers list and banlist mirror Wizards' official lists, checked against the source so your rating reflects the real rules.