Methodology
Every number on this site is computed, and every computation is explained here. If a score looks wrong, you can see exactly why it happened — and tell us when we should do better. For the plain-English version of what these numbers mean at the table, read the guides.
Synergy scores
Commander pages rank candidate cards by a synergy heuristic computed from Scryfall card data: shared creature types between the commander and the candidate, shared and referenced keywords, and overlap between the commander's strategy themes (tokens, sacrifice, treasure, reveal, and so on) and the candidate's rules text. Candidates are drawn from a large pool of the format's most-played cards in the commander's color identity, then re-ranked for that specific commander.
Lands that can't function in the commander's colors — off-color fetches, out-of-identity duals — are filtered out entirely, using each land's produced mana and the basic land types it can search for.
Honest limitation: these scores are heuristic, not deck-sourced. They measure textual and thematic fit, not tournament play rates. As our community deck corpus grows, scores will incorporate real inclusion data.
Commander Brackets
Bracket detection follows the official Commander Bracket system (1 Exhibition through 5 cEDH). We scan every card in your deck for the things the bracket definitions actually regulate: Game Changers, mass land denial, extra-turn cards, tutors, fast mana, and two-card combos.
The Game Changers list is synced from Scryfall's tagging of the official WotC list — when Wizards revises it, our tracker updates automatically rather than waiting for a manual edit. Two-card combos are detected by checking your exact decklist against Commander Spellbook's combo database, not by guessing from card text.
The rules we apply: any Game Changer moves a deck past Brackets 1–2; more than three moves it past Bracket 3; mass land denial or a two-card combo places it at Bracket 4+; and cEDH (5) requires the dense fast-mana, tutor, and compact-combo profile competitive lists actually have.
Power level (0–10)
The power level calculator blends five subscores, each shown with the inputs that produced it: Speed (average mana value, fast mana, ramp density), Consistency (tutors and card draw), Interaction (removal, counterspells, wipes), Combo Threat (detected two-card combos and Game Changers), and Mana Base (land count fit and whether your sources cover your colored-pip demand).
The mana math is hypergeometric — the same probability model used for opening-hand analysis everywhere — computing your odds of missing land drops, flooding, or hitting the sweet spot by your deck's tipping-point turn.
Prices & price history
Card prices shown across the site are TCGplayer market prices (via Scryfall's daily feed), refreshed on a rolling basis with short caching. Purchase links are affiliate links — see About.
Separately, we capture a nightly snapshot of prices for every Commander-legal printing — over 100,000 printings per night — building our own independent price history dataset (running since July 2026). This powers upcoming price-movement features and means our historical charts are our own data, not scraped from anyone.
Salt ratings
Salt scores estimate how much your deck will annoy the table, combining community salt-survey data for notorious cards with text-based detection of classically miserable effects: mass land destruction, extra turns, stax locks, and discard. It's a social-weather forecast, not a power measurement — a high-salt deck isn't necessarily strong, just unpopular.