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What bracket is my Commander deck?

Paste your deck into EDHTuner and its bracket check names the lowest bracket the deck fits under Wizards' bracket rules, and the cards that put it there. It's free, with no account and no ads.

The four rules the check reads

Wizards' bracket rules name four kinds of cards, and each bracket allows a different amount of them.

RuleBracket 1Bracket 2Bracket 3Brackets 4 and 5
Game ChangersNoneNoneUp to threeNo limit
Mass land denialNoneNoneNoneAllowed
Two-card infinite combosNoneNoneNone early in the gameAllowed
Extra-turn cardsNoneA few that aren't chainedA few that aren't chainedAllowed

The bracket check names the lowest bracket whose rules your deck meets. One Game Changer puts a deck at bracket 3 or higher. A fourth one, or a single mass land denial card, puts it at bracket 4 or higher. These are Wizards' rules as of .

How EDHTuner reads each rule

Game Changers are the cards Wizards names as Game Changers. EDHTuner's card data from October 23, 2026 marks 53 of them. Your commander counts toward the limit.

Mass land denial is Wizards' term for cards that destroy, bounce, keep tapped or change the mana of four or more lands per player without giving them back. Wizards names Armageddon, Ruination, Sunder, Winter Orb and Blood Moon as examples, and EDHTuner reads 82 cards this way. Thresher Beast, which makes a player sacrifice one land when it's blocked, doesn't count. Neither do planeswalker ultimates like Ajani Vengeant's.

Two-card infinite combos come from Commander Spellbook. The check counts one when your deck holds both cards and Spellbook says the result is infinite, like Exquisite Blood with Sanguine Bond. A two-card win that doesn't loop forever doesn't count here.

Extra-turn cards are any card that gives you an extra turn, even one like Final Fortune that makes you lose at the end of it.

Every card the check counts

These are the cards behind three of the rules, from EDHTuner's card data of October 23, 2026. The two-card infinite combos are on Commander Spellbook.

Game Changers

Show the 53 Game Changers
Ad NauseamAncient TombAura Shards
BiorhythmBolas's CitadelBraids, Cabal Minion
Chrome MoxCoalition VictoryConsecrated Sphinx
Crop RotationCyclonic RiftDemonic Tutor
Drannith MagistrateEnlightened TutorFarewell
Field of the DeadFierce GuardianshipForce of Will
Gaea's CradleGambleGifts Ungiven
Glacial ChasmGrand Arbiter Augustin IVGrim Monolith
HumilityImperial SealIntuition
Jeska's WillLion's Eye DiamondMana Vault
Mishra's WorkshopMox DiamondMystical Tutor
Narset, Parter of VeilsNatural OrderNecropotence
Notion ThiefOpposition AgentOrcish Bowmasters
Panoptic MirrorRhystic StudySeedborn Muse
Serra's SanctumSmothering TitheSurvival of the Fittest
Teferi's ProtectionTergrid, God of Fright // Tergrid's LanternThassa's Oracle
The One RingThe Tabernacle at Pendrell ValeUnderworld Breach
Vampiric TutorWorldly Tutor

Mass land denial

Show the 82 mass land denial cards
Acid RainApocalypseArmageddon
Back to BasicsBalancing ActBearer of the Heavens
Bend or BreakBlood MoonBoil
Boiling SeasBoom // BustBurning Sands
CataclysmCatastropheChoke
CleansingContaminationConversion
Curse of Marit LageDeath CloudDecree of Annihilation
DesolationDesolation AngelDestructive Flow
Destructive ForceDevastating DreamsDevastation
Dimensional BreachEarthlinkEpicenter
Fall of the ThranFlashfiresGlaciers
Global RuinHarbinger of the SeasHokori, Dust Drinker
Illusionary TerrainImpending DisasterInfernal Darkness
JokulhaupsKeldon FirebombersMagus of the Balance
Magus of the MoonMana BreachMana Vortex
Mist of StagnationMyojin of Infinite RageNaked Singularity
Natural BalanceObliterateOmen of Fire
OverburdenPlanetary AnnihilationPox Plague
Price of GloryRaiding PartyRavages of War
Razia's PurificationReality TwistRealm Razer
Restore BalanceRising WatersRitual of Subdual
RuinationSoulscourStasis
Static OrbStench of EvilStoneshaker Shaman
Storm CauldronSunderTectonic Break
Thoughts of RuinTsunamiUrza's Sylex
WildfireWinter MoonWinter Orb
WorldfireWorldpurgeWorldslayer
Zhao, the Moon Slayer

Extra-turn cards

Show the 50 extra-turn cards
Alchemist's GambitAlrund's EpiphanyBeacon of Tomorrows
Capture of JingzhouChance for GloryExpropriate
Final FortuneGonti's Aether HeartIchormoon Gauntlet
Kang the ConquerorKarn's Temporal SunderingLast Chance
Lighthouse ChronologistLost Isle CallingMagistrate's Scepter
Magosi, the WaterveilMedomai the AgelessMu Yanling
Nexus of FateNotorious ThrongPart the Waterveil
Plea for PowerRal ZarekRegenerations Restored
Rise of the EldraziSage of HoursSavor the Moment
Search the CitySecond ChanceSeedtime
Stitch in TimeTeferi, Master of TimeTeferi, Timebender
Temporal ExtortionTemporal ManipulationTemporal Mastery
Temporal TrespassThe Legend of Kuruk // Avatar KurukTime Sieve
Time StretchTime WarpTimesifter
Timestream NavigatorTwice Upon a Time // Unlikely MeetingUgin's Nexus
Ultimecia, Time Sorceress // Ultimecia, OmnipotentWalk the AeonsWanderwine Prophets
Warrior's OathWormfang Manta

What the check can't see

The rules also ask what a deck is built to do and how fast it wins. Wizards says a game should go at least nine turns at bracket 1, eight at bracket 2, six at bracket 3 and four at bracket 4, and a cEDH game can end on any turn. A card count can't tell how fast your deck wins, or whether its extra turns chain or its combo comes together early. That part is for you and your table.

Tutors used to have a rule of their own. Wizards dropped it in October 2025, so the check leaves them out.

What EDHTuner does with your bracket

You still pick the bracket you play at, and EDHTuner holds its suggestions to it. When your deck runs more Game Changers than that bracket allows, it names the fewest cuts that get you down to the limit. Below bracket 4 it never suggests a mass land denial card or a card that would complete an infinite combo. Bringing a deck down to bracket 3 says how it picks the cuts.

More on brackets

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