06/08/2026
The Problem with Magic Isn’t the Magic
For years, Commander players have had the dreaded Rule 0 conversation.
The original solution was the 1–10 power scale. A deck was a 5, a 7, an 8, or a 10. The problem was that nobody agreed on what those numbers meant. One player’s 7 was another player’s 9. Every game began with a conversation intended to avoid miscommunication, and somehow the conversation itself became the source of miscommunication.
In response, the community began moving toward bracket-based systems. The current Commander brackets attempt to create broader categories of deck strength. Proponents argue that brackets are easier to understand, easier to communicate, and less subjective than a 1–10 scale.
They are probably right.
The problem is that neither system addresses the actual issue.
The biggest predictor of success in a Commander game has never been the hundred cards in a decklist.
It is the player.
Give a weak player every staple in the format and they will still lose games they should win.
Give a strong player a pile of bulk rares and they will routinely outperform expectations.
The community keeps attempting to solve a player problem with deck-building metrics.
The cards are measurable.
The player is not.
That distinction matters.
The Variable Nobody Wants to Measure
If player skill is the largest determinant of game outcomes, then why doesn’t Wizards of the Coast simply provide tools to measure it?
The answer is simple.
There is very little incentive to do so.
Commander is the most popular way to play Magic because it accommodates players of every skill level. A formalized skill-ranking system would inevitably create winners and losers outside of the game itself. Many players enjoy Magic without any desire to be ranked, measured, or compared.
More importantly, people generally do not enjoy being told they are worse at something than they believe themselves to be.
That isn’t unique to Magic.
It is human nature.
A company that sells game pieces benefits when players believe new game pieces will improve their experience. A company gains very little from publishing data that demonstrates a player’s losses stem primarily from pilot error rather than card selection.
Whether intentional or not, the result is the same.
The community has access to decklists.
The community does not have access to meaningful player-skill metrics.
Therefore every attempt to solve Commander balance inevitably focuses on the thing that can be measured: the deck.
Not the player.
The Market Already Solved Half the Problem
Ironically, Commander players already possess a universal deck-power metric.
Money.
Magic cards exist within a free market. Scarcity creates supply. Demand creates price.
A card that consistently wins games becomes desirable. Desirable cards become expensive. Expensive cards become signals.
Price is not a perfect measurement of power.
Nothing is.
But price is already a measurement that every player understands.
A brand-new player knows what they paid for their preconstructed deck.
A veteran player knows roughly what they paid for their collection.
Everyone understands the concept of budget.
Unlike a 1–10 scale, nobody needs a tutorial to understand the difference between a $50 deck and a $5,000 deck.
The market has already performed much of the evaluation for us.
The community simply refuses to acknowledge it because conversations about money occasionally create uncomfortable feelings.
Unfortunately, uncomfortable does not mean inaccurate.
A Simpler Bracket System
Instead of attempting to evaluate deck power directly, players should identify two things:
1. What budget bracket their deck occupies.
2. What their intent is.
Bracket 1 – Budget
The floor price of Magic cards fluctuates over time, but bulk cards currently sell for roughly $0.05–$0.15.
Bracket 1 is defined as an average card value of five times the current bulk floor price or less.
Using today’s numbers:
$0.15 × 5 = $0.75
A deck qualifies for Bracket 1 if:
Total Deck Value ÷ 100 Cards ≤ $0.75
Example:
A $62 deck divided by 100 cards has an average card value of $0.62.
That deck is Bracket 1.
The purpose of using a multiple rather than a fixed dollar amount is to allow the system to adapt naturally to inflation and future market changes.
Players should use the cheapest non-premium printing of each card. Foils, showcase treatments, serialized cards, and other premium variants do not increase gameplay power and should not affect bracket placement. Card condition also does not impact in game power level.
Tools such as Moxfield already provide deck valuation using retailers such as TCGPlayer, Card Kingdom, and Star City Games. While prices vary slightly between vendors, competitive market forces keep those differences relatively small. Since each card represents approximately 1% of a Commander deck, minor pricing discrepancies rarely affect overall classification.
Bracket 3 – Competitive Commander
Bracket 3 consists of decks that either:
* Are part of the current cEDH metagame.
* Are specifically designed to compete against the current cEDH metagame.
For purposes of consistency, the metagame should be defined using the most recent results available from EDHTop16 and TopDeck.gg.
As of June 2026, the major archetypes defining the metagame include:
* Kraum / Tymna
* Kinnan
* Rograkh / Thrasios
* Rograkh / Silas
* Ishai / Rograkh
* Sisay
* Thrasios / Tymna
* Dargo / Tymna
* Ral
* Etali
As tournament results evolve, so too does Bracket 3.
Bracket 2 – Everything Else
If a deck is neither Bracket 1 nor Bracket 3, it belongs in Bracket 2.
This bracket encompasses the vast majority of Commander decks.
Intent Matters More Than Power
Once a player identifies their budget bracket, they identify their intent.
Intent is binary.
Either you are attempting to win the game using Magic’s victory conditions, or you are not.
Many Commander players optimize for goals that have nothing to do with winning.
Perhaps the deck is entirely foiled.
Perhaps it contains only cards featuring a particular artist.
Perhaps it is built around a theme, a joke, a story, or a personal challenge.
There is nothing wrong with any of these goals.
They are simply different goals.
The distinction is important because a player pursuing a theme deck and a player pursuing victory are playing fundamentally different games, even if both are sitting at the same table.
Combining budget and intent produces six categories:
1A – Budget Competitive
1B – Budget Casual
2A – Mid-Power Competitive
2B – Mid-Power Casual
3A – cEDH Competitive
3B – cEDH Casual
What About Pubstomping?
The most common criticism of any classification system is that players can lie.
That is true.
A player can misrepresent their intentions.
A player can sandbag their experience.
A player can deliberately seek weaker opponents.
No system completely eliminates bad actors.
The question is whether a system performs better than the alternatives.
At the low end, Bracket 1 naturally limits access to powerful cards through budget constraints.
At the high end, Bracket 3 naturally limits ambiguity because everyone is operating within a defined competitive metagame constantly pushed by powercreep.
Only Bracket 2 remains somewhat large but dispropotaneate bracket size is not a flaw unique to this system. Nor is it a large variable in power.
At worst, this system performs similarly to existing approaches.
At best, it removes ambiguity from both ends of the spectrum allowing players happy within bracket two to stay and others to migrate toward the extremes to suit.
Conclusion
Commander players have spent years attempting to create increasingly sophisticated ways to measure deck power.
The effort is understandable.
The goal is admirable.
The problem is that the thing being measured is not the thing causing most of the problems.
Player skill remains the strongest predictor of success in Commander.
Wizards of the Coast cannot—or will not—provide meaningful tools to measure that variable publicly.
So we are left with the variables we can observe.
The market already evaluates card power.
Intent already evaluates player goals.
Everything else is largely speculation.
Commander does not have a deck problem.
Commander has a player problem.
And until the community accepts that reality, it will continue having the same conversation over and over again.
Because the problem with Magic isn’t the Magic.
A final note on CEDH, this format needs to define itself without crossing the line into gatekeeping. The reality is that most communities don’t have the playerbase depth to support multiple brackets of play. Often the choice is compromise the line or don’t play the event. Your community needs the high power players to be aspirational. This is why the tier three definition is these decks and the decks designed to play with them. If you do not allow for innovation then your format will stagnate and cease to grow.