Commander Deck Checker
Paste your decklist and get an instant health check: lands, ramp, card draw, removal, color sources, mana curve, legality, a bracket estimate and budget upgrades in your colors. Free, no sign-up.
Works with exports from Moxfield, Archidekt, MTG Arena and plain lists (“1 Sol Ring” or just “Sol Ring”). Sideboard and maybeboard sections are ignored.
Leave empty if your list has a “Commander” heading. For partners, separate names with a +.
How the Deck Checker works
Every card in your list is matched against a full card database. We then sort your cards into the jobs every Commander deck has to do: making mana, drawing cards, answering threats and resetting the board. Each count is compared with the range that most well-built casual decks fall into. A count outside the range isn’t automatically wrong, but it is the first place to look when a deck feels clunky.
| Role | Usual range | Why it matters |
|---|---|---|
| Lands | 35–38 | Missing land drops is the most common reason a deck stalls. Run fewer only if your curve is low and you have lots of ramp. |
| Ramp | 10–15 | Commander games are long and expensive. Extra mana lets you cast your commander early and recast it after it gets removed. |
| Card draw | 9–15 | In a four-player game you run out of cards fast. Steady card flow keeps you in the game. |
| Removal | 7–13 | Cheap answers to the one card that would otherwise win the game for an opponent. |
| Board wipes | 1–5 | An emergency button. Creature-heavy decks run fewer, control decks run more. |
How Commander brackets work
Brackets are a shared language for how strong a deck is, so everyone at the table can find a game they enjoy. There are five, from 1 (Exhibition) to 5 (cEDH). Most preconstructed decks sit in Bracket 2. Bracket 3 decks can include up to three cards from the official Game Changers list. Bracket 4 lifts those limits, and Bracket 5 is tuned for competitive play.
What moves a deck up a bracket?
- Game Changers: a list of very powerful cards, such as fast mana, the strongest tutors and game-warping enchantments. Zero keeps you in Bracket 1–2, one to three puts you in Bracket 3, and four or more means Bracket 4.
- Mass land destruction belongs in Bracket 4 and up.
- Two-card combos that win the game on the spot shouldn’t show up in Brackets 1–2 or early on in Bracket 3.
- Chaining extra turns is a Bracket 4 activity.
Our estimate checks for all of these, but brackets are ultimately about intent. If you built a deck to win as fast as possible, it plays higher than its card list suggests. Talk it through with your group before the game.
Can I paste a list from Moxfield or Archidekt?
Yes. Use the export or “copy as text” option and paste the result. Set codes, collector numbers and tags are ignored, and sideboard or maybeboard sections are skipped.
Why does my report say a card is outside my color identity?
A card’s color identity includes every mana symbol in its cost and rules text. If any of them falls outside your commander’s colors, the card isn’t legal in that deck, even if you could technically cast it.
