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  1. Commander Nexus
  2. Brackets

Commander Brackets

are how players agree on how hard their decks try to win before a game starts. Bracket 1 is the most relaxed, Bracket 5 the most competitive.

Bracket 1: Exhibition

Your ultra-casual deck designed for slower, relaxed environments.

  • No
  • No Recurring
  • No
  • No Late-game 2-card
  • No Early-game 2-card
  • Up to one

Bracket 2: Core

The average, current, preconstructed deck with no changes.

  • No Recurring
  • No
  • No Late-game 2-card
  • No Early-game 2-card
  • Any number of
  • Up to 3

Bracket 3: Upgraded

Beyond the strength of an average deck. Highly tuned efficiency with frequent multi-spell turns and strong .

  • No Recurring
  • No Early-game 2-card
  • Any number of
  • Up to 3
  • Any number of Late-game 2-card
  • Any number of

Bracket 4: Optimized

High . It's time to go wild!

  • No restrictions (other than the banned list)

Bracket 5: cEDH

Decks typically used in competitions. High with a very competitive and focused mindset.

  • No restrictions (other than the banned list)
BracketA number from 1 to 5 describing how strong a Commander deck is meant to be, so everyone at the table can agree on a fair game before it starts. Bracket 1 is a deck built purely for fun and Bracket 5 is as competitive as it gets. It is Wizards of the Coast's own system, not ours.Open the full glossaryCommanderThe legendary card that leads your deck, and the name of the format itself. Your commander starts the game in the command zone instead of in your deck, and you can cast it from there. If it leaves the battlefield you can send it back and cast it again, paying 2 more mana each extra time. It is usually a legendary creature; a few other cards say they can be your commander.Atraxa, Praetors' VoiceOpen the full glossaryExtra TurnsSpells that grant you an additional turn. CHAINING means casting them repeatedly so opponents never get a turn back.Open the full glossaryGame ChangersCards that warp the game disproportionately around themselves, requiring immediate answers.Open the full glossaryInfinite ComboTwo or more cards that, put together, can repeat an action endlessly for as much mana, damage or value as you want. The official bracket rules treat one that can come together early in the game as far stronger than one that needs a lot of setup first.Open the full glossaryTutorA card that searches your library for another specific card, making your deck far more consistent.Open the full glossaryPreconShort for preconstructed deck: a ready-to-play deck sold in a box by Wizards of the Coast. A Commander precon comes with its commander and all 100 cards, so you can play it straight away and change cards later.Open the full glossaryWin ConditionThe way your deck actually wins the game, such as combat damage, a combo, or a card that says you win. Most decks want at least one main win condition and a backup.Open the full glossaryPowerThe first of the two numbers in a creature's bottom-right corner. It is how much damage that creature deals when it fights or attacks.Open the full glossaryMetagameThe mix of decks and strategies that players in one place or event are using. A deck built with the metagame in mind is chosen to beat the decks it expects to face. Often shortened to meta.Open the full glossary