How DeckForge judges power

Commander's five brackets are a pregame conversation, not a rulebook. DeckForge reads the two things a decklist shows on its own, treats everything else as the bracket's stated intent, and never claims more than it measured. This page is the whole rubric.

Ruleset version 2026.02.09, in effect since 9 February 2026, from Wizards' Commander page and their bracket update.

Two things a decklist shows on its own

Game Changers

Wizards' own list of cards that swing games by themselves. DeckForge counts how many a deck runs, checking a double-faced card by its front face. The limits are official: none at brackets 1 and 2, up to three at bracket 3, any number at 4 and 5.

Two-card infinite combos

Pairs that go infinite together, from Commander Spellbook. Brackets 1 and 2 don't expect them; bracket 3 accepts them as a late-game finish; 4 and 5 expect them. This is DeckForge's reading of the intent, not a number Wizards publishes.

Tutors, mass land denial, extra turns and how early a deck wins are described by Wizards in words, not counts. DeckForge follows them as expectations when it builds, and does not grade a finished deck on them.

The five brackets

BracketThe ideaGame ChangersTwo-card infinitesMass land denialExtra turnsTutorsTypical win
1 · ExhibitionUltra-casual. Theme and expression over winning; games are slow and social.nonenononoavoidturn 12 or later
2 · CorePrecon-level. A coherent plan that comes together slowly; no early kills.nonenononosparingturns 9–12
3 · UpgradedDeliberately tuned beyond a precon, but not optimised. Late-game combos acceptable.up to 3late gamenonoallowedturns 7–11
4 · OptimizedHigh power, no restrictions short of the banned list. Built to win.anyyesyesyesencouragedturns 4–8
5 · cEDHCompetitive metagame play. Every slot justified against the strongest decks.anyyesyesyesexpectedturns 2–6

What the builder does with your bracket

Brackets 1 to 3 are a ceiling

The builder refuses cards the bracket doesn't expect and otherwise builds the best deck it can under the line:

  • Bracket 1: no mass land denial, no extra turns, no Game Changers, no tutors.
  • Bracket 2: the same four refusals.
  • Bracket 3: no mass land denial, no extra turns, and a fourth Game Changer is refused.

A bracket-3 deck with no Game Changers at all is a perfectly good bracket-3 deck. The builder never pads a low bracket upward, and the report never scolds it for being gentle.

Brackets 4 and 5 are a target

Every restriction lifts, and that alone would leave a deck reading like bracket 3. So once the deck is finished, a power pass swaps its weakest flexible picks for Game Changers until the list genuinely reads at the bracket asked for. The report names what it added, what it replaced, and what the reach cost in dollars.

When the pass cannot get there, it says which gate cost the most candidates, so you can act on it.

The bracket also changes how cards are weighed against each other. At bracket 1 an on-theme card scores about 2.2× its usual synergy weight, and community popularity counts for about a third; at bracket 2 synergy is 1.5× and popularity about 0.7×; from bracket 3 up the three weights are even.

What the report will and won't say

The Game Changers list

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Brackets are a pregame-conversation tool, not enforced deck construction rules.