How Commander Index works and how to get the most out of it with your pod.
When decks are wildly mismatched in power, games feel lopsided and frustrating for everyone involved. A player with a Tier 1 casual deck has no meaningful agency against a cEDH build. This framework ensures every player at the table is operating in the same ballpark.
- Decks are rated 0-100 across ten weighted categories.
- When hosting a session, you can set a tier cap so everyone plays in the same ballpark.
- Players can declare their intended deck in the session planner ahead of time — this lets others make informed choices about what to bring.
- Honest self-assessment makes the whole system work better for everyone.
Using Commander Index is entirely optional. You can use it just to log wins and losses without ever scoring a deck. Features like the session planner, deck scoring, and tier enforcement are there for pods that want them — it's up to each pod and its members to decide what they use and how strictly they follow it. The site is a tool, not a rulebook.
Scores are calculated by rating your deck 1-10 in each of the ten categories below, then applying the category weights. Maximum possible score is 100.
| Tier | Score Range | Description |
|---|---|---|
| T1 Casual | 0 - 25 | Theme decks, pet cards, no infinite combos. Playing for the love of the game. |
| T2 Focused | 26 - 42 | Clear gameplan, minor synergies, few tutors. Consistent but fair. |
| T3 Optimised | 43 - 60 | Efficient cards, some combos, solid mana base. Competitive casual. |
| T4 Powerful | 61 - 78 | Strong combos, premium staples, fast win conditions. Near-competitive. |
| T5 cEDH | 79 - 100 | Optimal build. Fast, consistent, heavily interactive. Full competitive. |
Score Calculation: (Category Score x Weight) x 10, summed across all ten categories.
Rate your deck 1-10 in each of the ten categories below. Choose the closest match — if you are genuinely between two scores, round up. When in doubt, ask someone in your pod who has played against the deck.
- No win condition at all; just playing cards for fun
- Wins only through incidental combat damage
- Has a value engine but no real finisher
- Synergy-based win with a clear direction
- Reliable synergy combo; needs several pieces
- Soft combo or loop that requires setup and protection
- Compact combo; 3 cards, wins if unanswered
- Efficient 2-card combo with backup lines
- Multiple redundant 2-card infinite combos
- Guaranteed instant-win; multiple fast combo lines with protection
- No tutors or card selection whatsoever
- Minor card draw; hoping to naturally draw into pieces
- 1-2 broad tutors (e.g. Diabolic Tutor)
- 3-4 tutors or strong card selection / filtering
- Solid tutor package; can usually find key pieces by mid-game
- 5+ tutors with good card draw; reasonably consistent
- Extensive tutor suite; finds win con reliably by turn 6-7
- Premium tutors (Demonic, Vampiric) plus strong draw engine
- Near-optimal suite; assembles combos consistently by turn 4-5
- Full optimal tutor suite (Imperial Seal, Mystical, etc.) with redundancy
- No real clock; games go 15+ turns
- Turn 12-14; very slow wincon
- Turn 10-11; eventually gets there
- Turn 8-9; steady but not threatening early
- Turn 7; can pressure the table mid-game
- Turn 6; competitive pacing with some fast mana
- Turn 5; fast enough to race most tables
- Turn 4; explosive starts, fast mana package
- Turn 2-3; hyper-fast with mana acceleration
- Turn 1-2 capable; full fast mana, storm, or Flash-Hulk speed
- All bulk / jank; cards chosen for flavor or theme only
- Mostly budget; high CMC, narrow or situational effects
- Mix of budget and functional staples
- Solid mid-range staples; most cards pull their weight
- Good staples throughout; efficient curve
- Strong staples (Swords to Plowshares, Cyclonic Rift, etc.)
- Premium staples (Rhystic Study, Smothering Tithe, Dockside)
- Highly optimized card choices; almost no filler
- Near-optimal; includes expensive Reserved List staples
- Absolute best-in-slot throughout; fully optimized for power
- All basics; no fixing at all
- Mostly basics with a few tap-lands
- Budget duals and fixing; some ETB-tapped
- Decent fixing; pain lands, check lands, signets
- Good mana base; mostly untapped, minor color issues
- Strong fixing; shock lands plus some fetches
- Full shock + fetch suite; very consistent
- Shocks, fetches, and utility lands; fast mana rocks
- Near-optimal; includes some original duals or comparable
- Full ABUR duals, complete fetch suite, all fast mana (Mox, Crypt, etc.)
- No interaction; pure solitaire gameplan
- 1-2 removal spells; mostly hoping opponents leave you alone
- A few spot removal spells; reactive only
- Basic interaction package; can handle some threats
- Solid removal suite; can answer key threats reliably
- Good mix of spot removal, board wipes, and protection
- Heavy interaction; counterspells plus targeted removal
- Dense interaction package; can disrupt multiple opponents
- Heavy disruption with counterspells and targeted answers
- Comprehensive counter suite; answers everything on the stack and board
- No card draw whatsoever
- 1-2 one-shot draw spells; relying on natural draws
- A few cantrips or minor draw effects
- Basic draw package; Read the Bones, Night's Whisper level
- Solid draw suite; a couple of repeatable draw engines
- Strong draw engines (Phyrexian Arena, Beast Whisperer, etc.)
- Multiple sustained engines; rarely run out of gas
- Premium draw (Rhystic Study, Sylvan Library, Necropotence)
- Overwhelming card advantage; draw engine is a win condition itself
- Full suite of premium draw plus wheel effects; always full grip
- Glass cannon; folds to any disruption
- Cannot recover from a board wipe; completely commander-dependent
- Can slowly rebuild but loses all momentum after disruption
- Has some recursion or backup plan but takes 2-3 turns to recover
- Moderate resilience; can function without commander, has recursion
- Good recovery; redundant pieces, graveyard recursion, or indestructible threats
- Highly resilient; multiple backup plans, thrives through interaction
- Very hard to keep down; recursive threats, protection, and redundancy
- Near-impossible to disrupt permanently; rebuilt within a turn cycle
- Fully redundant; every piece is replaceable, immune to conventional disruption
- Pure goodstuff pile; cards have no particular synergy
- A few minor synergies but mostly independent card choices
- Loose theme; some cards support each other
- Clear synergy direction; commander ties the deck together
- Solid synergy; most cards support the core gameplan
- Strong synergy; cards amplify each other significantly
- High synergy; the deck is greater than the sum of its parts
- Very tight synergy; every card has multiplicative interactions
- Engine-level synergy; the deck generates exponential value
- Perfect synergy machine; every card fuels every other card
- No stax or denial elements whatsoever
- Incidental hate pieces (e.g. one Torpor Orb for meta reasons)
- Light tax effects (Thalia, Smothering Tithe)
- A few targeted hate pieces and tax effects
- Moderate stax package; slows opponents without full lockout
- Meaningful stax suite; opponents must play around restrictions
- Heavy stax; Rule of Law, Winter Orb, or similar hard locks
- Dedicated stax deck; multiple layered lock pieces
- Near-lockout capable; opponents can barely resolve spells
- Full prison/stax lock; opponents cannot meaningfully play the game
- When creating a session, the host sets a tier cap for the night.
- Let your pod know ahead of time — communication goes a long way.
- Players may only bring decks at or below the chosen tier cap.
- Add your deck in the Deck Registry via the Deck Builder. Fill in a score, and optionally include a link to an external decklist. A description of your strategy and archetype tags are encouraged.
- Tag your deck with archetypes (e.g. Combo, Stax, Voltron, Tokens) so your pod knows what to expect at a glance.
- Enable public sharing to generate a shareable link — this lets others in your pod see exactly what the deck is running.
- Players who have played against a deck may challenge its score if they believe it is too high or too low.
- A challenge requires a proposed score and a written explanation.
- Other players can weigh in with their own proposed score and reasoning.
- The deck owner can respond to defend their score or update it.
- Only one challenge per deck can be open at a time.
- Be honest. Rate your deck as it actually plays, not as you wish it played.
- If your deck consistently dominates at a given tier, re-evaluate it upward.
- When in doubt, score higher rather than lower.
Comments, challenges, and feature suggestions are all shared spaces. The same sportsmanship that applies at the table applies online.
- Keep all content respectful. No personal attacks, harassment, or discriminatory language.
- An automated content filter blocks prohibited language. If your content is blocked, rephrase it.
- Use the Report button on any content to flag it for admin review.
- Users who accumulate reports may be temporarily muted — unable to post, comment, or create challenges until the restriction expires.
- Admins may dismiss false positives or escalate genuine violations.
- Commander is a social format first. Win gracefully. Lose gracefully.
- Communicate before playing something that might frustrate the table — heavy stax, land destruction, etc.
- Salt and negativity ruin the experience for everyone. Keep it respectful.
- Try different decks at different tiers. Variety keeps the game fresh.
- Have fun. That is the entire point.
A counter-deck is any deck specifically built to shut down, disrupt, or dismantle another player's strategy — examples include heavy stax builds, prison decks, or a list tuned to exploit a specific commander's weaknesses.
- If you are bringing a deck primarily designed to counter another player's strategy or a specific archetype, you must disclose this before the game begins.
- Disclosure means stating your deck's general gameplan and any particularly disruptive elements such as heavy land denial, extra turn packages, or prominent stax pieces.
- You do not need to reveal your full decklist — just enough for other players to make an informed decision about the table dynamic.
- Failure to disclose a counter-deck when asked directly is a breach of pod etiquette.
- Counter-decks are scored using the same rubric as all other decks. Score honestly.
- If your deck is specifically tuned to dismantle one player's commander, consider increasing your Interaction score by 1 to reflect that targeted efficiency.
Commander Index uses both automated filters and community reporting to maintain a healthy environment.
- All user-generated content (comments, challenges, feature suggestions) is checked against an automated content filter before submission.
- Any user can report content they believe violates these policies using the Report button.
- Admins review reports and may dismiss false positives, remove content, or mute repeat offenders.
- Muted users cannot post, comment, or create challenges until the restriction is lifted.
- These policies apply to all areas of the site including challenge reasons, feature suggestions, and profile fields.