Understanding MTG Power Levels Magic The Gathering
Understanding MTG Power Levels Magic The Gathering

Ramp is a major determinant of how fast a deck will win consistently, alongside cheap tutors. The sooner a player has access to a large amount of mana, the sooner they can cast multiple mtg combo spells in a turn. A game of magic is usually over when a player can cast multiple spells in a turn before their opponents can. This, of course, is more impactful in the first few turns of the game, which is why only inexpensive ramp makes the cut for this variable.

Do note that cEDH has a metagame of its own, so there are some specific cards run because they interact well with most strategies played. Our last two “real” power levels involve deck ideas that include specific cards in the game plan. With one strict winning plan, the rest of the deck can be tuned to support and enable the named cards. Redundancy can be added by using mirroring combo pieces, such as Zealous Conscripts for Restoration Angel in the above example. Consistency is added by using mass card draw or tutors to pick up the needed cards.

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. A deck's "power level" is shorthand for how likely it is to win a game of commander. Given that there are many, many ways to get from that first draw at the start of the game to the proverbial finish line, power levels are imprecise at best.

Going up from there we have new players custom creations, not to say that all new players make low powered decks, far from it. But players who are brand new to the game may try just putting a deck together with what they have laying around. And after they test their creation, if they want feedback on what to change, then feel free to give them pointers. We are all learning out here and it’s very difficult for players to understand the breadth of the card pool when starting out. Rule 0 or Rule Zero refers to the idea that players can have discussions and make house rules or agreements before a game of Commander begins.

Stax is a very broad-ranging term that means many things to many people. In this case, I define it as cards that slow the game down significantly as their primary purpose, limit what actions players can ordinarily take, and tax opponents to build value for yourself. This includes Mass Land Destruction (MLD), Hatebears like Drannith Magistrate and Grand Abolisher, and even Pillow Fort like Propaganda. The "fair share" plan is really simple, though it only really applies to low and mid powered metas. You can do it in high powered play as well, but it doesn't fit into cEDH at all.

While these decks aren’t optimized for quick wins, they offer a fun, straightforward gameplay experience. Another approach is to playtest the deck against a variety of opponents and assess its performance relative to other decks in the playgroup. Power level is a term that we use to evaluate the effectiveness of a particular deck in Commander. “Effectiveness” here means how consistently it is successful in activating and completing its game plan, especially under attack from disruption from opponents.

This reasoning is why I have this value divided by 20, to reward a high density of answers. This gives everyone an idea of what to expect, without assuming that everyone's definition of a 5 or whatever is the same, or even similar. That listing at the top of this post is tongue in cheek, but I don't think it's inaccurate. I've seen "about a 7" used to describe decks that try to luck into a three card combo, and decks that win 3-on-1s on turn 5. Idk if this is just the nature of the format or if there are people who just wanna take advantage or both... I have been getting more games of commander in lately and every time a POD of randoms gets assembled it seems to be an uncertain conversation for most players involved.

What Is a Level 7 Magic Deck? Power Levels Explained

There are lots of reasons why a game you expect might be a mismatch could end up being fun. That cEDH aficionado might play his 7, blow the doors off the table, and leave everyone else feeling like they were lied to. Ideally there will be twists and turns along the way and the game will end up being one where everybody feels satisfied, even if they didn't win. You are trying to have a game where everyone's decks get to "do their thing".

Power Level 7

Synergy in EDH is a very esoteric value, that varies greatly between decks. Because of that, I choose to focus my efforts on providing a tool for most decks, not all. All decks can benefit from Ramp, Draw, Interaction, Lower Average CMC and even Tutors.

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In its current iteration, it probably sits around an 8 because it has a depressingly high brick rate. I don’t play this one all too often because I’m currently using a lot of cards in my Modern deck. Urza’s Iron Alliance, for example, has been an incredibly popular preconstructed Commander deck in my area as of late. Most players, including myself, have a variation of Urza, Chief Artificer, that they want to bring to the table.

It would be best to consult Chef PK or refer to other resources to determine the power level of the deck. I see the attraction of being able to quantify your deck's strength, speed and resiliency and I appreciate that smart people like complicated solutions to things. I just think the temptation to label your deck a 6.5 and then upgrade it to a 7.0 or 7.5 if it's been doing well is just a little unrealistic.

Flexibility and Rule Zero in MTG

The power level scale in MTG serves as a qualitative measure of a card’s overall strength and impact on gameplay. While power and toughness determine a creature’s combat prowess, the power level scale assesses a card’s broader significance within the game. In MTG, players assume the role of powerful mages known as planeswalkers, who duel each other using decks of cards representing spells, creatures, and artifacts. The game is set in a multiverse filled with diverse worlds, each with its unique flavor and lore. From the towering spires of Ravnica to the untamed wilderness of Zendikar, players can explore a rich tapestry of fantastical realms. The most powerful Commander deck can vary depending on personal preference and playstyle.