Skip to main content

 


It’s Over 9000 (But Also Completely Meaningless)

Why Commander Power Levels Are Just Dragon Ball Scouters for Magic Players

Tonight I played a deck that, on paper, was a bracket 3 — nothing fancy, supposedly mid-tier. But I was told it plays like a 1. And on the old-school 1–10 Commander scale? Apparently it’s a 5.

So which is it? A 3 that’s actually a 1 that’s secretly a 5?

That’s when it hit me: Commander power levels are the Dragon Ball Z scouters of Magic — they sound scientific, but the moment anyone attacks, they explode.

Remember how early DBZ made a big deal about power levels? “This one’s 4000, that one’s 9000!” And then five episodes later, Goku sneezes and the scouter fries itself. Toriyama’s point was simple: trying to measure chaos with a number is ridiculous.

Commander’s the same way.

You can label a deck “a 6 casual” or “a 9 tuned-but-fair,” but the second the game starts, variance, politics, and sheer nonsense take over. The “power 3” deck can rip a nut draw and go Super Saiyan. The “power 9” deck can miss land drops and die to a Goblin Bombardment.

And that’s the joke — power levels only matter until someone starts playing.

We all like to pretend there’s a consistent scale, but this format runs on chaos energy and table politics. It’s why the “weak” decks steal wins, and the “optimized” ones sometimes flail. Commander doesn’t care about your spreadsheet; it cares about your moment.

So sure, call your deck a 3, a 5, or even “over 9000.” Just know those numbers don’t mean anything once the cards hit the table.

Every Commander deck is over 9000... until it whiffs on its land drops.

 

T.A.

 

Oh here is the deck: 1 Aetherflux Reservoir
1 Alpha Brawl
1 Angelic Gift
1 Aqueous Form
1 Argentum Armor
1 Assemble the Legion
1 Azorius Guildgate
1 Azorius Signet
1 Beacon of Tomorrows
1 Boros Guildgate
1 Boros Signet
1 Caldera Lake
1 Cancel
1 Cascading Cataracts
1 Clone Legion
1 Coastal Tower
1 Counterspell
1 Cyclonic Rift
1 Deploy to the Front
1 Dissipation Field
1 Divert
1 Dream Cache
1 Dreamstone Hedron
1 Elixir of Immortality
1 Emergence Zone
1 Empty the Warrens
1 Evacuation
1 Farewell
1 Fated Retribution
1 Fire Diamond
1 Fool's Demise
1 Frantic Search
1 Gift of Immortality
1 Haunted Cloak
1 Indestructibility
1 Inundate
7 Island
1 Island Sanctuary
1 Izzet Guildgate
1 Izzet Signet
1 Long-Term Plans
1 Marble Diamond
1 Mind's Desire
5 Mountain
1 Mystic Monastery
1 Phyrexian Rebirth
6 Plains
1 Prairie Stream
1 Propaganda
1 Relentless Assault
1 Repeal
1 Reverse the Sands
1 Rogue's Passage
1 Scabland
1 Sejiri Refuge
1 Serum Visions
1 Shatterstorm
1 Shivan Reef
1 Sky Diamond
1 Slayers' Stronghold
1 Smoke
1 Sol Ring
1 Spectra Ward
1 Spelltwine
1 Sphere of the Suns
1 Stasis Snare
1 Steel of the Godhead
1 Storm Herd
1 Stranglehold
1 Strionic Resonator
1 Swiftfoot Boots
1 Swiftwater Cliffs
1 Telepathy
1 Temple of the False God
1 Temporal Fissure
1 Tormod's Crypt
1 Tranquil Cove
1 Tsabo's Web
1 Vance's Blasting Cannons
1 Vivid Crag
1 Vivid Creek
1 Vivid Meadow
1 Wind-Scarred Crag
1 World at War

1 Narset, Enlightened Master 

Comments

Popular posts from this blog

Lab Report 059: I Hate Alchemy (and Why Nice Guys Finish Last on Arena)

  I Hate Alchemy (and Why Nice Guys Finish Last on Arena) “A wise ruler ought never to keep faith when by doing so it would be against his interests.”    Let me get this out of the way up front: I hate Alchemy. Hate it. Despise it. The digital-only nonsense, the endless “rebalancing,” the half-baked mechanics that would collapse under their own weight if they ever had to exist in cardboard form—Alchemy feels like Magic’s integrity got fed into a paper shredder just so someone in accounting could hit their quarterly bonus. Sure, the official line is that it keeps the game “fresh” and “exciting.” But let’s not kid ourselves. This isn’t about fresh gameplay—it’s about milking the cow until it keels over. And here’s the real kicker: nobody cares. Nobody at Wizards cares that Alchemy cheapens the game. Nobody on the Arena ladder cares if you’re stubbornly refusing to play the busted cards. Nobody gives you a shiny badge of honor for “staying true to real Magic.” If anythin...

Eminence is NOT Broken!

  Eminence is NOT Broken! So I got to see a clear contrast between a 2017 Commander deck and a 2026 Commander deck… and it’s not even close. The Setup A little context: I played a straight-up 2017 precon against three copies of a newer Commander deck (the Ninja Turtles one). They told me the decks were still around “bracket two”—light upgrades at most—and honestly, nothing I saw contradicted that. What I did see was this: I was casting 1–2 spells per turn They were casting 2–3 spells per turn Almost every spell came with extra triggers Their boards naturally created synergy webs And here’s the important part: I still had fun. This isn’t a complaint post—it’s an observation post. Because what I experienced wasn’t just power creep… it was design evolution . What Changed? (This is where WotC philosophy comes in) Back around 2016–2017 (think Magic: The Gathering Commander 2017 decks ), precons were built very differently. 1. “Battlecruiser Magic” Was the Goal Wizar...

The New Era of Commander Deck Building: Efficiency vs. the Joy of Jank

  The New Era of Commander Deck Building: Efficiency vs. the Joy of Jank Commander has exploded in popularity, and with it comes a wave of advice on how to build “better” decks. Recent guides talk about the “new era” of Commander — focusing on templates like the 1-2-3 Utility Conundrum, keeping ramp/draw/removal at 3 mana or less, and “percentile pushing” to hit ideal numbers of interaction while staying on-theme. These ideas make a lot of sense on paper. They help decks run smoother, reduce awkward turns, and let players execute their plans more reliably. But I have to push back a little. I miss the old spirit of Commander — the one where the format was about making cards that were meant to be bad work in ridiculous, wonderful ways. The Shift Toward Efficiency and Synergy Modern deck-building advice pushes hard for efficiency and synergy . Find low-curve utility that lets you ramp fast, draw cards, and answer threats without missing a beat. Look for “sign post cards” that rei...