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An independent, alternative way to find and schedule MTG events near you.
Cheat Sheet
The whole bracket system on one page — what each table expects of a deck, what is off the menu, and every card on the Game Changers list. Handy for sorting out what everyone brought before the first shuffle.
Current to Wizards' February 9, 2026 bracket update. Definitions here are paraphrased, so each links to the article that defines it — full source list below.
Player Expectations
9+ turns
Decks to prioritize a goal, theme, or idea over power.
Rules around card or commander legality to be flexible, if all players agree.
Win conditions to be highly thematic or substandard.
Gameplay to be an opportunity to show off their creations.
Player Expectations
8+ turns
Decks to be mechanically focused with some cards chosen to maximize creativity and/or entertainment.
Win conditions to be incremental, telegraphed on the board, and disrupt-able.
Gameplay to be low pressure, proactive, and considerate, letting each deck showcase its plan.
Player Expectations
6+ turns
Decks to be powered up with strong synergy and high card quality. They can effectively disrupt opponents.
Win conditions that can be played from hand in one turn, usually because of steadily accrued resources.
Gameplay to feature many proactive and reactive plays.
Player Expectations
4+ turns
but can win at any time
Decks to be lethal, consistent, and fast, designed to take people down as fast as possible.
They do not adhere to the cEDH metagame.
Win conditions to vary from archetype to archetype, but can end a game quickly and suddenly.
Gameplay to be explosive and powerful, featuring huge threats and efficient disruption to match.
Player Expectations
Wins at any time
Decks that are meticulously designed to battle in the cEDH metagame, with the ability to win quickly or generate overwhelming resources; often built using existing cEDH knowledge, tools, and/or decklists.
Win conditions to be optimized for efficiency and consistency.
Gameplay to be intricate and advanced, with razor-thin margins for error; players prioritize victory over all else.
Restrictions
Up to 3 Game Changers
Restrictions
Any # of Game Changers
Restrictions
Any # of Game Changers
Bracket
Player Expectations
9+ turns
Decks to prioritize a goal, theme, or idea over power.
Rules around card or commander legality to be flexible, if all players agree.
Win conditions to be highly thematic or substandard.
Gameplay to be an opportunity to show off their creations.
1 Exhibition → 2 Core
the difference is Thematic
Player Expectations
8+ turns
Decks to be mechanically focused with some cards chosen to maximize creativity and/or entertainment.
Win conditions to be incremental, telegraphed on the board, and disrupt-able.
Gameplay to be low pressure, proactive, and considerate, letting each deck showcase its plan.
2 Core → 3 Upgraded
the difference is Staples
Player Expectations
6+ turns
Decks to be powered up with strong synergy and high card quality. They can effectively disrupt opponents.
Win conditions that can be played from hand in one turn, usually because of steadily accrued resources.
Gameplay to feature many proactive and reactive plays.
Restrictions
Up to 3 Game Changers
3 Upgraded → 4 Optimized
the difference is SPEED
Player Expectations
4+ turns
but can win at any time
Decks to be lethal, consistent, and fast, designed to take people down as fast as possible.
They do not adhere to the cEDH metagame.
Win conditions to vary from archetype to archetype, but can end a game quickly and suddenly.
Gameplay to be explosive and powerful, featuring huge threats and efficient disruption to match.
Restrictions
Any # of Game Changers
4 Optimized → 5 cEDH
the difference is Metagame
Player Expectations
Wins at any time
Decks that are meticulously designed to battle in the cEDH metagame, with the ability to win quickly or generate overwhelming resources; often built using existing cEDH knowledge, tools, and/or decklists.
Win conditions to be optimized for efficiency and consistency.
Gameplay to be intricate and advanced, with razor-thin margins for error; players prioritize victory over all else.
Restrictions
Any # of Game Changers
Not legal at any bracket — brackets 4 and 5 are “no restrictions other than the banned list,” and this is that list.
The bracket system is Wizards of the Coast's, and it is still in beta — it has been revised a few times since launch, and Wizards has said the beta tag may come off later this year. This page is a snapshot; the announcements below are the source of truth.
Farewell and Biorhythm join the Game Changers list; no bracket-level changes.
Companion announcement — the unbans behind Biorhythm joining the list.
The update the printed chart documents — precons decoupled from Bracket 2, Game Changers trimmed.
The original announcement.
The living reference for the brackets and the Game Changers list.
Tools that pair well with the chart. None are affiliated with Wizards or with PlayIRL.
Scryfall tags the list natively: is:gamechanger returns all 53, which is the quickest way to check this page against the live list.
Long-form walkthrough of what each bracket feels like to play and build, kept up to date alongside the official changes.
Where the show posts its lists. Archidekt decks carry a bracket label, so these double as worked examples of what a given bracket looks like in practice.
Search engine for Commander combos — the practical way to find out whether two cards in your deck make the two-card combo the lower brackets rule out.
Deck builder that surfaces a deck's bracket and flags Game Changers as you build.
Deck builder — most bracket estimators take a Moxfield link as their input.
Commander deck statistics and card recommendations, useful for seeing what a bracket actually plays.