1 |
Abomination |
Lacks coherent anything. Plays random cards with little synergy. |
Unmodified draft leftovers, no synergy. |
1.5 |
Unintended Jank |
Hastily-constructed decks with poor execution, synergy, and consistency. |
You made a deck in 30 minutes for a friend with the cards they had in a shoe box. |
2 |
Jank |
Struggles to execute its strategy, often plays without impact. |
Intentionally weak or wierd strategies with little competitive viability. |
2.5 |
Focused Jank |
Has a clear theme but lacks consistency and powerful plays. |
Cohesive strategy, but still intentionally weak and/or sub-optimal. |
3 |
Optimized Jank |
Executes its strategy more consistently with some impactful plays. |
Cohesive strategy, but still intentionally weak and/or sub-optimal. |
3.5 |
High-Power Jank |
Shows improved consistency and includes a few powerful cards. |
Not quite yet a fully synergistic deck. |
4 |
Casual |
Has a clear gameplan but wins through combat damage around turn 12+. |
Cohesive strategy, but budget restrictions. Where recent precons start at. |
4.5 |
Focused Casual |
Usually ramps into big creatures and/or spells, aiming to win through combat after turn 10. |
Big splashy plays. Where most recent precons land. |
5 |
Optimized Casual |
Executes a focused strategy efficiently, winning around turn 10. |
Well-tuned casual deck and recent strong precons. |
5.5 |
High-Power Casual |
Wins through efficient creatures or combos around turn 8-9. |
Pushing the limits of casual, but still relying primarily on combat damage to win. |
6 |
Focused |
Consistently executes its strategy with some interaction, winning around turn 7-8. |
Well-tuned, cohesive strategy, some game-winning combos. |
6.5 |
Optimized |
Wins through efficient combos or synergies around turn 6-7. |
Highly synergistic, efficient, almost fully competitive. |
7 |
Focused Competitive |
Aims to win or establish strong control by turn 5-6. |
Competitive strategy, without breaking the bank. |
7.5 |
Highly Optimized |
Consistently threatens to win or lock out opponents by turn 4-5. |
Near-cEDH, missing some key expensive pieces. |
8 |
High Power |
Attempts to win or establish strong control by turn 3-4 (>50% chance). |
Fully optimized and knocking on cEDH's door. |
8.5 |
cEDH Viable |
Can consistently interact with, win, or establish strong control by turn 3 (>50% chance). |
Can compete at cEDH tables, but not top tier. Expensive. |
9 |
cEDH Tier 2 |
Reliably threatens to win or establish near-unbreakable control by turn 2-3 (>50% chance). |
Well within cEDH, but not the most dominant strategies. |
9.5 |
cEDH Tier 1 |
Consistently attempts to win or establish dominant control by turn 2 (>50% chance). |
Top-tier competitive decks. You'll need a loan. |
10 |
cEDH Tier 0 |
Regularly threatens turn 1 win or establishes oppressive control with heavy protection. |
Format-warping, meta changing competitive decks. |