Commander brackets explained: the five brackets and the Game Changers list
What the five Commander brackets mean, what each one allows (Game Changers, combos, extra turns, land denial) and the full 53-card Game Changers list for 2026.

In this article
Since February 2025, Commander has an official way to say how strong your deck is before the first land drop. Wizards’ Commander Format Panel sorts decks into five brackets, each with a name, a short list of what players at that level expect, and a number of turns a game should last. Here is what each bracket means, what you can and can’t put in the deck, and the current Game Changers list.
The numbers below come from the official Commander brackets page and the Format Panel’s updates, last changed on February 9, 2026. Brackets aren’t in the Comprehensive Rules, and the system still carries a “beta” label.
The five brackets at a glance
| Bracket | Game Changers | Turns | Not allowed |
|---|---|---|---|
| 1 Exhibition | None* | 9+ | Land denial, extra turns*, combos* |
| 2 Core | None | 8+ | Land denial, chained extra turns, combos |
| 3 Upgraded | Up to 3 | 6+ | Land denial, chained extra turns, combos before turn 6 |
| 4 Optimized | Any | 4+ | Only the ban list |
| 5 cEDH | Any | Any | Only the ban list |
“Land denial” means mass land denial and “combos” means two-card combos, both explained below. * Exhibition decks can bend these for highly thematic cards if the table agrees.
Wizards puts the priorities in this order on the brackets page:
Each bracket has an intent and philosophy behind it, which is the most important part. There is also a list of what is expected at that level in a few barometers: two-card infinite combos, extra turns, mass land denial.
The turn numbers were added in October 2025 and are the clearest line in the system. They don’t mean the game always lasts that long. They mean that if the game ended on that turn, nobody at the table would feel cheated. Wizards’ own example: when Bracket 3 says six turns, “someone’s seventh turn is when you would be satisfied if the game ended.”
What each bracket means
Bracket 1: Exhibition
Theme over power. The deck exists to show something off: every card has a four in its name, every creature is a Horse, the commander is a playtest card or comes from an Un-set. Win conditions are thematic or plain bad, and the game should run at least nine turns.
This is the one bracket where card legality is negotiable, and even a Game Changer can be fine if it’s the point of the deck. Wizards’ example is Bolas's Citadel in a Bolas-themed deck. Ask the pod first.
Bracket 2: Core
Unoptimized, straightforward decks with some cards chosen because they’re fun rather than good. Wins are incremental, telegraphed on the board and easy to disrupt, and the game should run at least eight turns. No Game Changers, no mass land denial, no chaining extra turns, no two-card combos.
Until October 2025 Wizards described Core as “the average precon”. They dropped that because a Starter Commander deck and a Modern Horizons 3 precon are nowhere near the same power, but most precons still land here.
Bracket 3: Upgraded
Powered-up decks with strong synergy and high card quality that can disrupt opponents. Up to three Game Changers, which at this level are “likely to be value engines and game-ending spells”: think Rhystic Study, Smothering Tithe or an overloaded Cyclonic Rift. Wins come in one big turn from hand after a few turns of building up, and the game should run at least six turns.
Two-card combos are allowed, as long as they don’t show up before turn six. Wizards is explicit that this isn’t a loophole: “That doesn’t mean you should just wait and hold your two-card infinite until later either. If a combo could frequently come up, it’s not the best fit for that bracket.”
It’s the widest bracket by far. The Format Panel discussed splitting it in February 2026 and decided against it for now.
Bracket 4: Optimized
Lethal, consistent and fast. Any number of Game Changers, and at this level they’re “likely to be fast mana, snowballing resource engines, free disruption, and tutors”: Mana Vault, Force of Will, Demonic Tutor. There are no deck-building restrictions beyond the ban list, and the game should run at least four turns. What separates Bracket 4 from Bracket 5 is that these decks aren’t built for the cEDH metagame.
Bracket 5: cEDH
Decks built for the competitive metagame, often from known cEDH lists, with wins optimized for speed and consistency. No restrictions beyond the ban list, and the game can end on any turn. Players prioritize winning over everything else, and everyone at the table knows that going in.
What counts as a Game Changer
The official definition:
Game Changers are cards that can dramatically warp Commander games, allowing players to run away with resources, shift games in ways that many players dislike, block people from play, efficiently search for their strongest cards, or have commanders that tend to take away from more casual games.
Every Game Changer is legal in Commander. The list is a step between “fine” and the ban list: cards that come off the ban list usually go straight onto it, like Biorhythm in February 2026 or Coalition Victory and Braids, Cabal Minion in April 2025. The exception so far is Lutri, the Spellchaser, which came off the ban list in February 2026 without becoming a Game Changer, because it was never banned for its power.
Since October 2025 two kinds of card stay off the list on purpose: expensive bombs (nine mana should buy you something strong) and legends that are only a problem as commanders, because “I want to play Yuriko” is already a clear pregame statement. Sol Ring has never been on the list, and Mana Crypt and Jeweled Lotus are banned outright rather than listed.
The Game Changers list (53 cards)
Current as of the February 9, 2026 update.
White (7)
- Drannith Magistrate
- Enlightened Tutor
- Farewell
- Humility
- Serra's Sanctum
- Smothering Tithe
- Teferi's Protection
Blue (10)
- Consecrated Sphinx
- Cyclonic Rift
- Fierce Guardianship
- Force of Will
- Gifts Ungiven
- Intuition
- Mystical Tutor
- Narset, Parter of Veils
- Rhystic Study
- Thassa's Oracle
Black (10)
- Ad Nauseam
- Bolas's Citadel
- Braids, Cabal Minion
- Demonic Tutor
- Imperial Seal
- Necropotence
- Opposition Agent
- Orcish Bowmasters
- Tergrid, God of Fright
- Vampiric Tutor
Red (3)
Green (7)
Multicolor (4)
Colorless (12)
- Ancient Tomb
- Chrome Mox
- Field of the Dead
- Glacial Chasm
- Grim Monolith
- Lion's Eye Diamond
- Mana Vault
- Mishra's Workshop
- Mox Diamond
- Panoptic Mirror
- The One Ring
- The Tabernacle at Pendrell Vale
The Ring also has its own rules baggage, covered in our guide to the Ring tempts you.
Mass land denial, extra turns and two-card combos
Wizards defined these three when the brackets launched and hasn’t changed them since.
Mass land denial is anything that destroys, exiles or bounces lands, keeps them tapped, or changes what they produce, for four or more lands per player, without replacing them. Armageddon, Winter Orb and Blood Moon are the textbook cases. Not in Brackets 1 to 3, no exceptions.
Extra turns are only a problem when you chain them. One Time Warp in a Core deck is fine. A deck built to cast Time Warp into Temporal Mastery into Nexus of Fate belongs in Bracket 4 or higher, because at that point the extra turns are the combo. Exhibition skips extra-turn cards altogether unless they’re on theme.
Two-card combos means two cards that together end the game, lock everyone out or go infinite. Exquisite Blood plus Sanguine Bond is the classic: the first life change starts a loop that drains the table. Core doesn’t run them on purpose, Upgraded runs them if they won’t come online before turn six. Intent is the word that matters: if your deck stumbles into a combo nobody planned, Wizards’ answer is “hopefully that’s a good laugh for everyone”.
Tutors were a fourth barometer (“sparse” in Brackets 1 to 3) until October 2025, when the line was dropped because nobody could agree on what counted. Instead the most efficient ones, Demonic Tutor, Vampiric Tutor, Mystical Tutor and their kin, are Game Changers, and a four-mana Diabolic Tutor is fine anywhere.
How to find your deck’s bracket
- Count the Game Changers. Zero keeps Bracket 1 or 2 open. One to three means Bracket 3 at least. Four or more is Bracket 4 or 5.
- Check the three barometers. Any mass land denial, a plan to chain extra turns, or a two-card combo that can go off early pushes the deck to Bracket 4.
- Be honest about the turn. On what turn does the deck usually threaten to win? If the answer is four or five, it’s a Bracket 4 deck no matter how clean the card list looks. Wizards’ words from April 2025: “Don’t be afraid to bracket up.”
- Say it before the game. “Bracket 3, two Game Changers, no combos” takes five seconds and is the whole point of the system.
Moxfield and Archidekt estimate a bracket from the decklist. Treat that as the floor, not the answer, because a site can count Game Changers but can’t see how fast the deck actually wins.
How the brackets have changed
- February 11, 2025: the beta launches with five brackets and a 40-card Game Changers list. Core is “the average precon”, tutors are “sparse” in Brackets 1 to 3.
- April 22, 2025: 18 cards join the list (Teferi's Protection, Humility, Necropotence, Orcish Bowmasters among them) plus five fresh unbans. Trouble in Pairs and Trinisphere come off.
- October 21, 2025: turn expectations arrive, the tutor rule goes, Core is no longer tied to precons, and ten cards leave the list, among them Expropriate, Kinnan, Yuriko and Food Chain. 51 remain.
- February 9, 2026: Farewell and Biorhythm are added, making 53. No bracket changes until the Panel has seen them at a 2026 MagicCon, and the beta label may be dropped later in the year.
As of October 2026 nothing has changed since.
Brackets at the table
Once the pregame talk is done, the game itself is the same Commander as always: 40 life, commander damage at 21, commander tax going up by per cast. Brackets don’t touch any of that, and the community formats like Pauper Commander and Oathbreaker don’t use brackets at all. Our formats overview has the full comparison.
What brackets add is the turn count. “At least six turns” only means something if someone is counting, and in a four-player game nobody remembers whether it’s turn five or seven.
Lotus has a turn tracker that counts the turns and shows whose turn it is, next to the life totals and commander damage it already tracks for every player. Turn it on at the start, and the end-of-game recap tells you exactly which turn the game ended on.