Commander Bracket Calculator

Commander has 5 power levels, or “brackets” as they're officially called. They're meant as a way of clearly putting your deck in a particular bucket, so if you play versus other decks of the same bracket, you'll have a relatively fair and balanced play experience. We've built a calculator so you can quickly analyze your commander deck, or precon, and see it's power level/bracket and an explanation as to why.

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Commander Bracket Calculator
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How the bracket is decided

The bracket is the official Commander scale from 1 (Exhibition) to 5 (cEDH), the system that replaced the old 1-10 EDH power level numbers. It is set by four barometers: how many Game Changers you run and what they do, whether you have two-card combos and how early they come together, extra-turn cards, and mass land denial. The number shown is a floor, since any table can agree to play up.

Bracket rules from the official Commander format. Card data from Scryfall. Combo data from Commander Spellbook. Unofficial Fan Content permitted under the Fan Content Policy.

A note about cEDH (Bracket 5): cEDH is not easily determined by card choices alone. Players often self-select into this bracket. For this reason, the calculator will not intentionally put a deck in bracket 5. It will, however, also rate your deck on 1-10. Bracket 5 cEDH decks often land in the 8.5-10 territory.

How This Calculator Decides Your Bracket

Our commander power level calculator provides a quick and accurate bracket determination by weighing a few factors all at once:

  • Evaluates the raw number of game-changer cards.
    • 0 game changers: Bracket 2
    • 1-3: Bracket 3
    • 4+: Bracket 4
  • Number of two-card combos (powered by Commander Spellbook with some weighting on speed)
    • Early, fast combos that can be assembled before turn 4: Bracket 4
    • Mid/late-game combos (turn 5 or later): Bracket 3
    • Difficult combos that often require multiple cards and don't work until the late-game: Bracket 2
  • Any mass land denial? Bracket 4.
  • Extra-turn cards
    • A few (1-3): Bracket 2 (no bump)
    • Looped or infinite turns: Bracket 4

How the Commander Bracket System Works

Bracket 1: Exhibition / Unfocused Tier

Power levels 1 and 2 fall into the Unfocused tier. This is where decks without a very clear wincon tend to end up. These decks can be a result of poor deck construction, but they can also be intentionally bad/funny EDH decks that are simply trying to pull off one very convoluted series of events.

Bracket 2: Core / Focused Tier

Power levels 3 and 4 make up the Focused tier. These decks have a clearer goal for winning the game, but they still aren’t all that strong. These are very casual decks and where a lot of budget decks and Commander precons fall.

Bracket 3: Upgraded / Tuned Tier

Power levels 5 and 6 are in the Tuned tier. This is a tier for decks that are still more casual but have a good amount of synergy and a consistent land base with an appropriate number of lands. You’ll see upgraded precons fall into this category a lot, especially if players just upgrade the land base to be a bit quicker.

Bracket 4: Optimized / Powerful Tier

Power levels 7 and 8 are considered the most powerful decks that are still meant for casual rather than competitive play. These decks run maybe one or two miscellaneous pet cards just for fun, but they’re pretty well-tuned for what they want to do. They’re slightly less efficient than the highest tier decks either because of budgetary restrictions or because their game plan takes a little longer to win.

Bracket 5: Competitive / cEDH

Power levels 9 and 10 are the Competitive tier or what players refer to as cEDH decks. These decks have no room for a card that doesn’t help them win or even a less efficient version of one. These decks tend to be very expensive because they require perfectly tuned mana bases and the most efficient card for any given effect.

The Old 1-10 Power Level System

Old Power LevelBracketWhat It Plays Like
1Bracket 1A pile of cards with no real-game plan. Legal, maybe just built for laughs.
2Bracket 1Similar to power level 1, but with a loosely coherent game plan. Probably pretty inconsistent.
3Bracket 2: CoreUnmodified precons, homebrews that start a bit slow. Pretty straightforward and no combos.
5Bracket 2: CoreUpgraded precons, homebrews with more efficient manabases.
5Bracket 3: UpgradedHeavily modified precons, efficient homebrews with late-game finishes. Maybe a combo or two.
6Bracket 3: UpgradedTuned decks. These usually have a few game-ending combos and a streamlined gameplan.
7Bracket 4: OptimizedFocused decks with high levels of synergy including format staples and efficient interaction that provides card advantage.
8Bracket 4: OptimizedStrong manabases, typically fetches and all on-color duals. Fast starts with higher-power mana rocks.
9Bracket 5: cEDHEntry-level cEDH. Low curves with fast mana and two-card combos.
10Bracket 5: cEDHTop-tier decks only. Fully optimized with no wasted slots, cheap or free interaction, and dedicated strategies that win very early and with defense.

The Five Commander Brackets at a Glance

The five official Commander brackets and their deckbuilding rules
BracketNameDeck expectationGame ChangersTwo-card combosExtra turnsMass land denialExpected win turn
1ExhibitionTheme over power; winning is secondaryNoneNoneNoneNoneTurn 9 or later
2CoreUnoptimized, social decks with telegraphed winsNoneNone intentionalA few, never chainedNoneTurn 8 or later
3UpgradedTuned decks with strong synergy and card qualityUp to 3Late-game only (around turn 6+)A few, never chainedNoneTurn 6 or later
4OptimizedAs fast, lethal, and consistent as you can buildUnlimitedAllowed, including earlyAllowed, chaining OKAllowedTurn 4 or later
5cEDHBuilt for the competitive cEDH metagameUnlimitedAllowed, including earlyAllowed, chaining OKAllowedAny turn

Source: the official Commander bracket system (beta), October 21, 2025 rules update. Brackets 4 and 5 differ by intent and metagame, not deckbuilding restrictions.

The Official Game Changers List

All 53 Game Changers on the official list, current as of February 9, 2026, grouped by what they do. Bracket 1 and 2 decks run none; Bracket 3 allows up to three; Brackets 4 and 5 are unlimited.

Fast mana10

These make mana well ahead of schedule, letting the deck power out threats and combos several turns earlier than the table expects.

Tutors12

These find your best card or a missing combo piece on demand, so every game plays out the same consistent, powerful way.

Card-advantage engines9

These build a steady resource lead that opponents struggle to match, snowballing a game out of reach.

Free interaction2

These protect your plan or answer a threat without spending mana, a hallmark of high-power and competitive decks.

Game-enders6

These can win the game or go off the moment they resolve, often ending things from a single card.

High-impact swings3

These reset the board or the game state far enough that one card can take over from behind.