What does level 7 Commander deck mean? Gaming Pedia
What does level 7 Commander deck mean? Gaming Pedia

These things matter in terms of managing expectations even though there's no promise that you'll be drawing into those cards. You might not play a single Praetor in your game, but it's wise to make sure your table knows if you've got every single one of those salt-inducing Praetors in your deck before you start the game. You're probably not going to be playing a hundred games with these decks. If the winner claimed their deck was a half point weaker than the other decks, you may well have someone feel like the winner misrepresented the power level of their deck.

What Does a Level 7 Commander Deck Mean? Deck Power Explained

However, tribal decks, which revolve around a specific creature type, are often popular and have unique synergy and flavor. Examples include Elf tribal decks, Vampire tribal decks, or Dragon tribal decks. One way to determine the power level of a Commander deck is to consider its turncount. Play the deck multiple times, including goldfishing (playing the deck by yourself without an opponent), and note what turn the deck most consistently establishes dominance.

What is the best type of Commander deck?

On the more detailed list provided, most of my decks would either fall around a 5.5 or a 7.5, depending on the power level of the table. The point here is that numbers generally aren’t good enough when having a Rule Zero Commander power-level discussion. Make sure to compare your decks to easily identifiable power levels, like a prebuilt deck, an upgraded prebuilt deck, a high power deck, and a cEDH deck, to give more context. To avoid this, Commander players engage in a ‘Rule Zero’ conversation where a deck’s ‘power level’ is assessed. Here, we will suggest a guide to determine your deck’s power levels in the context of a Rule Zero conversation.

It’s also worth noting that this tiered system has the negative side effect of making more casual decks seem “worse” than others. This can somewhat defeat the original intention of the format as a fun place to play the cards you like but don’t have a home elsewhere. If you have more fun building decks specifically around themes or cards that you love, don’t worry if it’s technically a four, sometimes that's the correct number to build for. A level 2 deck is slightly more cohesive than a level 1 deck but still lacks a strong winning strategy. It’s more likely to depend on a few very specific cards for some janky Commander interactions without really having a consistent way of finding them.

The fun is in the struggle and if you're not winning, you're working to get to a point where you are winning. Without knowing that a deck's average game is much less impressive, they could easily feel like they had been lied to. If you're only playing two or three games with someone and then you'll never see them again, the inconsistency of many mid-powered decks can be a problem. If everyone plays a mid-powered deck and one of those decks has a banger of a game where they win before anyone else is able to even start really setting up, it can feel like the winner was pubstomping. The problem comes when you are playing what some call "untrusted" games.

For that reason, I like to say that I care about the turn a deck can win or lock the game. If a player doesn't know what that means, they probably can't lock the game at all, but if they are on a stax or control deck they should understand. If one player's deck consistently wins by turn four and another player's deck consistently wins by turn eight, you can expect that the first player is going to win more games than the second player. If nothing else, the second player won't have enough time for their deck to get set up to try to push for a win. The power level of Commander cards refers to their overall strength and impact on the game.

Any of the decks we’ve written about on the site will have links so you can check out the decklists. We try to answer various questions or cover multiple topics that we see floating around different MTG social media channels, and this one is constantly all over any Commander-focused discussion. That approach simply can be applied to every level of play, but there are clear and obvious limitations.

This is when the decks become more and more optimized, level 5 decks are usually decks with no themes but typically have synergy and more often then not stronger cards. Level 6 decks are usually tier 5 decks btu they are starting to become focused they have a set plan and intend to carry it out. They have better synergy with better cards and again have a focus in mind this is when things start getting more intense. Power levels 9 and 10 are the Competitive tier or what players refer to as cEDH decks. These decks have no room for a card that doesn’t help them win or even a less efficient version of one. These decks tend to be very expensive because they require perfectly tuned mana bases and the most efficient card for any given effect.

Much like Level 1, these decks aren’t real and exist mostly in the daydreams of brewers. If anyone has any example of a deck like this I would love to hear it. "This is one of my most tuned decks. It's flexible and reliable, good production, but I wouldn't use it in cutthroat competitive Commander." The real issue is that, you can be Top Dog #1 with your little playgroup or small LGS and believe your deck is just the bee's knees, but you take it to even a local championship and you get blown out of the water. Again though, we have the caveat that these cards need to be drawn out of a 100 card mtg combo deck. Card draw exists in Commander in droves, but there is something that can help all this along that needs consideration.

What is a power level 10 Commander deck?

This ensures a consistent supply of mana while still leaving room for other essential cards. Power level in commander refers to how likely a deck is to win a game. It is a shorthand way of determining how strong a deck is in relation to other decks in the format. Also it is very important to note that Power Level does not necessarily equate to Deck Building Skill, as purposely building low level decks is a true test of talent. A rule 0 Commander deck refers to a deck that breaks the normal rules of the game and requires permission from the playgroup to allow them. Examples of rule 0 possibilities include using banned cards, silver-bordered cards, acorn-stamped cards, or adding mechanics that do not appear on the card but should.

Planer Bridge Planeswalker Tribal

However, determining exact power levels can be subjective due to the wide variety of cards and strategies used in the format. The only real difference between decks at Levels 8, 9, and 10 is reliability. At this power level you have access to enough tutors, combo pieces, and (frankly) money to play almost the same game every match. Your friends are starting to hate you and you should probably shelf this deck soon. A deck doesn't have to meet each specific criteria to be in a particular power level.

I like playing in this range because everyone I play with enjoys playing their cards and wants to have a fun game that may take awhile but that is part of the fun. As an opportunity to hang out with friends and catch up over a game of commander. (By the way, do not play a 9 person pod of edh it takes too long). Because power levels are so subjective, every group has its own idea of what the scales might look like. These clasifications should attempt to be considered independent of who is piloting the deck, as a pilot can bring the power level up or down through his skill or lack thereof.

In the context of evaluating commander decks, power level 7 signifies that the deck has become solely focused on winning the game. It is highly optimized and typically has one or two very specific means of achieving victory. At Level 7 your game plan is set to use multiple strategies, account for other players in the game, and have a win-condition in mind.