Our Methodology
Rate My Decks uses a heuristic, deterministic scoring system to evaluate Commander decks. This page explains exactly how we calculate power score (1-10), bracket classification (1-5), and the limitations of our approach. Our system is transparent, reproducible, and does not use AI or machine learning.
12 Scoring Factors
Base Score
FixedMax: 1.0Every deck starts with a base score of 1.0. This ensures even the most casual deck has a minimum score.
Premium Fast Mana
0.70 per cardMax: 2.5Cards like Mana Crypt, Chrome Mox, Mox Diamond, Jeweled Lotus, and other powerful zero- or one-mana artifacts that produce multiple mana. These are the strongest acceleration cards in Commander.
Common Fast Mana
0.15 per cardMax: 0.8Sol Ring, Mana Vault, and similar cards that provide fast mana but are less impactful than premium options.
Tutors
0.30 per cardMax: 1.5Cards that search your library for specific cards: Demonic Tutor, Vampiric Tutor, Worldly Tutor, Gamble, and similar effects. Tutors indicate a deck that values consistency over randomness.
Interaction
0.08 per removal cardMax: 1.6Removal spells, counterspells, bounce effects, and board wipes. High interaction density is a hallmark of competitive decks that can answer opposing threats.
Combo Pressure
0.40 per combo indicator + 0.25 per extra turnMax: 2.0Cards that indicate combo potential (e.g., Deadeye Navigator, Pestermite) and extra turn spells (Time Warp, Beacon of Tomorrows). Combo density is the strongest signal of high-power decks.
Mana Efficiency
Step functionMax: 0.8Based on average mana value of non-land cards. Decks with average MV of 2.0 or less score highest (0.8), while decks above 3.8 MV score lowest (0.1). Lower curves indicate faster, more efficient decks.
Ramp Quality
Step functionMax: 0.6Based on total ramp count. Decks with 15+ ramp sources score highest. Ramp includes mana rocks, land ramp, rituals, and cost reducers.
Draw Quality
Step functionMax: 0.6Based on total card draw count. Decks with 12+ draw sources score highest. Draw includes direct draw, cantrips, wheel effects, and recursion.
Curve Health
Step functionMax: 0.5Based on the percentage of spells costing 1-3 mana value. Decks with 50%+ of spells in this range score highest, indicating a healthy mana curve.
Land Base Quality
0.60 × quality scoreMax: 0.6Evaluates the quality of non-basic lands in the deck. Fetch lands, shock lands, and utility lands score higher than basic lands. A strong mana base is essential for consistent mana fixing.
Commander Synergy
0.80 × synergy scoreMax: 0.8Measures how well the deck's cards synergize with the commander's abilities. Decks built around the commander's theme score higher than decks that simply include a powerful commander.
Game Changers
0.35 per cardMax: 1.4Cards from the official Game Changers list published by Wizards of the Coast. These cards significantly impact deck power and push brackets higher.
Bracket Classification
Brackets are determined by analyzing game changer count, fast mana density, combo signals, and overall power score. Each bracket has a maximum score cap to prevent overlap.
Anything Goes
Max Score: 4.0
Pre-constructed level. Low synergy, no game changers, minimal fast mana. These decks are built from whatever cards are available.
Core
Max Score: 7.0
Upgraded precons with a clear strategy. Some synergy and a few stronger cards but avoids game changers. Default bracket for most casual decks.
Upgraded
Max Score: 8.0
Focused strategy with 1+ game changers. Consistent ramp and draw, some signature cards. Plays strong synergistic cards but isn't fully optimized.
Optimized
Max Score: 9.0
High synergy with 3+ game changers. Fast mana, efficient tutors, and many game changers. Optimized to execute its strategy quickly and consistently.
cEDH
Max Score: 10.0
Competitive EDH. Maximum power, no restrictions. Requires specific combinations of game changers, premium fast mana, combo indicators, and tutors.
Limitations
- Our system is heuristic and may not capture every nuance of deck building. Card categorization is based on text analysis and known card roles, which can occasionally misclassify cards with complex or unusual abilities.
- The power score does not account for card quality within categories. A deck with 10 copies of efficient removal will score the same as a deck with 10 copies of inefficient removal, even though the former is clearly stronger.
- Commander synergy is measured by tag overlap and may not capture deeper strategic synergies. A deck that perfectly executes a specific game plan may score lower than expected if the cards don't share obvious tags.
- The bracket system is a guideline, not a perfect science. Different playgroups may have different expectations for each bracket. Use our analysis as a starting point for discussion with your playgroup.
- We do not account for card interactions between specific cards. Combo detection uses Commander Spellbook data, but many powerful card interactions are not formally registered as combos.