Site Policy

How Commander Index works and how to get the most out of it with your pod.

Contents
  1. 01 — Purpose & Philosophy
  2. 02 — The Power Scale
  3. 03 — Scoring Rubric
  4. 04 — Game Night
  5. 05 — Scoring Integrity
  6. 06 — Community Conduct
  7. 07 — Spirit of the Format
  8. 08 — Counter-Decks & Targeted Strategies
  9. 09 — Content Moderation
01
Purpose & Philosophy
Commander is a social format. This system exists to make sure every game night is balanced, fair, and fun — not to gatekeep creativity.

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.

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.

02
The Power Scale

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.

TierScore RangeDescription
T1 Casual0 - 25Theme decks, pet cards, no infinite combos. Playing for the love of the game.
T2 Focused26 - 42Clear gameplan, minor synergies, few tutors. Consistent but fair.
T3 Optimised43 - 60Efficient cards, some combos, solid mana base. Competitive casual.
T4 Powerful61 - 78Strong combos, premium staples, fast win conditions. Near-competitive.
T5 cEDH79 - 100Optimal build. Fast, consistent, heavily interactive. Full competitive.

Score Calculation: (Category Score x Weight) x 10, summed across all ten categories.

03
Scoring Rubric

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.

Win Con18%
Consistency14%
Speed14%
Card Quality10%
Mana Base7%
Interaction9%
Card Draw10%
Resilience8%
Synergy6%
Stax4%
Win Condition / Combo 18%
  • 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
Consistency / Tutors 14%
  • 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
Speed (Avg Win Turn) 14%
  • 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
Card Quality / Efficiency 10%
  • 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
Mana Base Quality 7%
  • 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.)
Interaction / Removal 9%
  • 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
Card Advantage / Draw 10%
  • 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
Resilience / Recovery 8%
  • 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
Synergy 6%
  • 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
Stax / Resource Denial 4%
  • 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
04
Game Night
Setting the Tier
Deck Registration
Score Challenges
05
Scoring Integrity
The system only works if everyone is honest. Under-scoring your deck to bypass tier restrictions is unsportsmanlike and undermines the experience for your whole pod.
06
Community Conduct

Comments, challenges, and feature suggestions are all shared spaces. The same sportsmanship that applies at the table applies online.

07
Spirit of the Format
08
Counter-Decks & Targeted Strategies

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.

The Disclosure Rule
Scoring Counter-Decks
09
Content Moderation

Commander Index uses both automated filters and community reporting to maintain a healthy environment.