Commander Brackets Explained: What Makes a Deck a 1, 2, 3, 4, or 5
27 July 2026
Wizards' official Bracket system exists for the same reason the informal "power level 1–10" scale did — to set expectations before a game starts — but it replaces a vague gut-feel number with a checklist of specific things a deck does or doesn't do. That makes it a lot easier for two strangers at a store, or two friends who've never played together, to agree on a fair game before any cards hit the table.
The five brackets
Bracket 1 — Exhibition. Decks built purely for fun, theme, or a joke, with no real intent to optimize. A "every card has a picture of a cat on it" deck, a first-ever deck built entirely from one starter set, a bit. Winning isn't really the point.
Bracket 2 — Core. The baseline Commander experience — roughly what a modern preconstructed deck plays like out of the box. No two-card infinite combos, no chained extra turns, no mass land denial, and none of the Game Changers list (below). This is the "just here for a normal, social game" band.
Bracket 3 — Upgraded. A Core-style deck with real upgrades: better mana base, tighter curve, efficient staples — and now it's allowed a small number of cards from the Game Changers list (current guidance caps it at a handful, not the whole list). Still no early/reliable two-card combo kill and no chained extra turns or mass land denial.
Bracket 4 — Optimized. No restrictions on Game Changers, and two-card infinite combos are fair game. This is a genuinely high-power "kitchen table" deck, tuned to win efficiently, but not necessarily metagamed against the current competitive field the way a true cEDH deck is.
Bracket 5 — cEDH. The competitive metagame: decks built and tuned specifically to win as fast and as consistently as possible against other similarly optimized decks, with sideboard-style tech choices that shift as the metagame does.
The "Game Changers" list
Alongside the brackets, Wizards maintains a specific, named list of cards considered unusually format-warping on their own — the kind of card that can single-handedly swing a game regardless of what else is in the deck. Cards widely cited as being on it include Cyclonic Rift, Smothering Tithe, Rhystic Study, Demonic Tutor, The One Ring, Jeweled Lotus, and Fierce Guardianship. This isn't a ban list — every card on it is perfectly legal in Commander — it's specifically a bracket-gating list: Core (2) decks skip it entirely, Upgraded (3) decks get a handful, and Optimized (4) and cEDH (5) decks have no cap at all. The list is maintained and updated by Wizards directly, so treat any specific count here as a guide, not gospel — check their current published list before a real event.
Why this matters more than a single power number
The old "we're all a 7, right?" conversation broke down because a "7" meant something different to every table. Brackets work better because they describe specific mechanics — does this deck have a turn-4 infinite combo? Does it chain extra turns to lock you out of the game? Does it blow up everyone's lands on turn 6? — rather than a vibe. Two people can disagree about whether a deck "feels" like a 6 or an 8, but "does it play cards from the Game Changers list" has an actual answer.
Have the conversation — without spoiling the deck
The point of stating your bracket before a game isn't to reveal your whole 99. It's informed consent about the shape of the game you're all about to play, not a decklist reveal. In practice that means saying things like:
- "I'm a 3 — no fast combos, a couple of Game Changers, but nothing that ends the game before turn 8 or so."
- "Fair warning, I'm running a couple of two-card combos, so I'm probably a 4."
- "This is a pure theme deck, don't expect much interaction from me — I'm a 1."
None of that requires naming your commander's win condition, listing your combo pieces, or explaining your exact game plan turn-by-turn. You're communicating how the game will feel to play against, not surrendering the element of surprise that makes actually playing the game fun. Skip this conversation and the failure mode is exactly what brackets exist to prevent: someone's cEDH deck sits down across from someone's first-ever precon, and only one person has a game.
If you're building toward a specific bracket, the Deck-Building Fundamentals ratios and the Power Level Explained breakdown are both good next steps — brackets describe what your deck does, those two guides help with how to get it there.