Ratios by Power Level
The same archetype plays differently at different power levels. A casual Aristocrats deck and a high-power Aristocrats deck want different things. Here's how the numbers shift across the bracket system.
Bracket 1-2 (Exhibition / Core)
| Aspect | Numbers |
|---|---|
| Tutors | 0-1 |
| Fast mana | None |
| Avg mana value | 3.5-4.0 |
| Lands | 38-40 |
| Infinite combos | None |
| Game Changers | 0 |
Casual games. Decks are thematic, often built around a fun concept rather than optimized for winning. Higher curves because the games are slower and people are casting big splashy spells. More lands to compensate. No tutors means games play out differently each time.
Bracket 3 (Upgraded)
| Aspect | Numbers |
|---|---|
| Tutors | 2-3 |
| Fast mana | Sol Ring, maybe 1-2 others |
| Avg mana value | 3.0-3.5 |
| Lands | 36-38 |
| Infinite combos | Late-game combos OK (turn 8+) |
| Game Changers | Up to 3 |
This is where most organized play and LGS pickup games land. Decks are stronger than precons but not trying to win before turn 6. Tutors exist but aren't the backbone of the strategy. Combos are fine as long as they're not the only plan and they happen in the mid-to-late game.
Bracket 4 (Optimized)
| Aspect | Numbers |
|---|---|
| Tutors | 4-6 |
| Fast mana | Sol Ring, Mana Crypt, Mana Vault |
| Avg mana value | 2.5-3.0 |
| Lands | 33-36 |
| Infinite combos | Primary or secondary wincon |
| Game Changers | Unlimited |
High-power but not cEDH. Decks are built to win efficiently. Curves are leaner. Fast mana and tutors are present. Combos are a real win condition, often backed by protection. Games can end by turn 6-8 if uninteracted.
Bracket 5 (cEDH)
| Aspect | Numbers |
|---|---|
| Tutors | 6-10 |
| Fast mana | Everything available |
| Avg mana value | <2.5 |
| Lands | 28-33 |
| Infinite combos | Primary wincon |
| Game Changers | All of them |
Competitive EDH. Every card is chosen for maximum efficiency. Mana bases are fully optimized (all fetches, all duals). The goal is to win or present a lethal threat by turns 3-5 while holding up interaction to stop opponents from doing the same. Free counterspells (Force of Will, Fierce Guardianship, Pact of Negation) are expected.
The curve is extremely low. Most cards cost 0-2 mana. Anything costing 4+ needs to win the game or come very close.
The shift in priorities
As power level goes up:
- Ramp gets faster. Land ramp (Cultivate, Kodama's Reach) gives way to mana-positive rocks (Mana Crypt, Chrome Mox). Speed matters more than resilience.
- Card draw gets cheaper. Phyrexian Arena (3 mana, slow) gives way to Mystic Remora (1 mana, immediate). Brainstorm over Harmonize.
- Removal gets more efficient. Swords to Plowshares stays. Murder gets cut for free spells like Deadly Rollick and Fierce Guardianship.
- Combos get tighter. 5-card combos become 2-card combos. More tutors to find them.
- Protection increases. More counterspells, more free interaction, because opponents are also trying to win fast.
The brackets overview covers the bracket system itself. The power level guide helps you evaluate where your deck falls.