Understanding Power Levels in Commander: From Casual to cEDH

6 min readBy Manacove Team

"What power level is your deck?" is the most asked and most poorly answered question in Commander. Players consistently rate their decks as "about a 7" regardless of whether the deck is a budget precon or a $2,000 optimized machine.

The power level conversation matters because mismatched power levels create the worst Commander experiences. A turn-3 combo deck sitting across from three casual precons is not a game - it is an execution. Understanding power levels helps you find the right table and build the right deck for your group.

The Power Level Spectrum

Rather than a precise 1-10 scale, think of power levels as four broad tiers.

Tier 1: Casual (1-3)

What it looks like: Precons, "cards I own" decks, theme decks built around flavor rather than power, silly combo decks that rarely go off.

Characteristics:

  • Little to no tutors
  • Mana base is mostly basics and tapped lands
  • Win condition is combat damage over many turns
  • Few or no infinite combos
  • Cards chosen for fun or theme, not efficiency
  • Average game length: 60-90+ minutes

Example: A Dragon tribal deck with no tutors, a budget mana base, and a game plan of "cast big Dragons and attack." It wins sometimes, but slowly and obviously.

Tier 2: Focused (4-6)

What it looks like: Decks with a clear strategy, decent card quality, and a functional mana base. This is where most Commander games happen.

Characteristics:

  • Commander synergy is the focus
  • Some format staples (Sol Ring, Arcane Signet, efficient removal)
  • May have one or two combos but they are not the primary win condition
  • Mana base includes some dual lands and untapped fixing
  • Average game length: 45-75 minutes

Example: A Wilhelt Zombie tribal deck with Gravecrawler combos available but primarily wins through Zombie beatdown and drain effects. Runs good removal and card draw but is not hyper-optimized.

Tier 3: Optimized (7-8)

What it looks like: Tuned lists where every card is chosen for maximum efficiency. Strong combos, fast mana, premium interaction.

Characteristics:

  • Efficient combo finishes (often by turn 6-8)
  • Tutors to find key pieces consistently
  • Premium mana base (fetches, shocks, fast lands)
  • Efficient interaction (free counterspells, cheap removal)
  • Minimal pet cards or flavor choices
  • Average game length: 30-50 minutes

Example: A Korvold, Fae-Cursed King sacrifice deck with Food Chain combo, Demonic Tutor, Vampiric Tutor, fetch lands, and a streamlined 99 where every card serves the game plan.

Tier 4: Competitive EDH / cEDH (9-10)

What it looks like: Maximum power. Every card chosen for absolute efficiency. Games can end on turn 2-4. This is a fundamentally different format from casual Commander.

Characteristics:

  • Wins attempted by turns 2-4
  • Fast mana (Chrome Mox, Mana Vault, Mox Diamond, Lotus Petal)
  • Multiple combo lines with redundancy
  • Heavy interaction (free counterspells, Silence effects)
  • Ultra-premium mana base (original duals, every fetch land)
  • Average game length: 15-30 minutes

Example: A Thrasios/Tymna deck running Ad Nauseam, Demonic Consultation, and Thassa's Oracle as win conditions with Silence, Pact of Negation, and Force of Will for protection.

How to Assess Your Deck

Instead of picking a number, answer these questions.

How fast can your deck win?

  • Turn 4-5: You are at 8-10
  • Turn 6-8: You are at 6-8
  • Turn 9-12: You are at 4-6
  • Turn 12+: You are at 1-3

How many tutors do you run?

  • 5+: Likely 7-10
  • 2-4: Likely 5-7
  • 0-1: Likely 1-5

What does your mana base cost?

  • $200+: Likely 8-10
  • $50-200: Likely 5-8
  • Under $50: Likely 1-6

Can you win through interaction?

  • Multiple backup plans and protection: 7-10
  • One backup plan: 5-7
  • If my main plan fails, I lose: 1-5

What percentage of your cards are chosen for efficiency vs fun?

  • 90%+ efficiency: 8-10
  • Mix of both: 5-7
  • Mostly fun/theme: 1-4

Better Ways to Describe Your Deck

Instead of saying "my deck is a 7," try these approaches.

Describe what the deck does: "My deck is Zombie tribal that tries to build a wide board and drain opponents. It can combo with Gravecrawler and Phyrexian Altar, but usually wins through combat around turn 8-10."

Describe the speed: "My deck does not do much until turn 4-5, then starts generating value. It usually wins around turn 9 if left alone."

Name your most powerful cards: "My most powerful cards are Rhystic Study, Cyclonic Rift, and Demonic Tutor." This gives opponents a concrete sense of your deck's ceiling.

Describe your interaction level: "I run about 10 pieces of removal including three counterspells and two board wipes."

Adjusting Your Power Level

If you find yourself consistently mismatched, here is how to adjust.

Powering Down

  • Remove tutors (forces variety and reduces consistency)
  • Cut infinite combos (or add combos that require three or more pieces)
  • Replace premium staples with budget alternatives
  • Reduce fast mana (cut Sol Ring, Mana Vault, Chrome Mox)
  • Add more theme cards and fewer raw efficiency cards

Powering Up

  • Add efficient tutors (Demonic Tutor, Vampiric Tutor, Enlightened Tutor)
  • Include compact combo finishes
  • Upgrade mana base (add fetches, shocks, fast lands)
  • Add efficient interaction (free counterspells, cheap removal)
  • Cut cards that cost 6+ mana without immediate impact

The cEDH Distinction

Competitive EDH (cEDH) is not just "high power" Commander. It is a different approach to the format entirely. In cEDH:

  • Every player is trying to win as efficiently as possible
  • No social contract limitations on strategies
  • Games are interactive despite being fast (heavy counterspell wars)
  • Budget is not a consideration for most players
  • The metagame is well-defined with established tier lists

cEDH is a valid and enjoyable way to play Commander, but it requires all four players to be on the same page. A cEDH deck at a casual table ruins everyone's night.

Power Level Is Not Quality

A low power level does not mean a bad deck. A well-built casual deck with a clear theme, smooth mana, and a way to win is better designed than a pile of expensive staples with no coherent strategy.

Power level describes intensity, not quality. The goal is not to be at the highest power level possible. The goal is to match the power level of the people you are playing with.

For help building a deck at a specific power level, try Manacove - you can specify your target power level along with your commander and budget. For more on the social dynamics of Commander, read our guide on Commander etiquette.

MT

Written by Manacove Team

The Manacove team builds AI-powered tools for Commander deck builders. Collectively, we have been playing Magic: The Gathering for over 15 years.

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