Heads I Win, Tails You Lose
Bracket 3 by the list · Upgraded
Green: the colour is how well it does what Bracket 3 allows.
- The three dials average 89 for what Bracket 3 allows: that sets the colour.
- Power 56 counts as 100 here: Bracket 3 is for Power 50 and up. With Manabase 83 and Health 83, that is 89 on average (weights 40 / 30 / 30).
- 1 Game Changer (Core allows none; Upgraded up to three): Gamble
- Extra turns in low numbers: Ral Zarek, Stitch in Time // Stitch in Time (fine in 2–3 if not chained; not in 1)
- cEDH signals: 1 piece of fast mana · 4 tutors that find any card · 0 free spells
- Combos are not checked yet.
Power 56: why
- 10 tutors, 4 of which find any card: Gamble, Long-Term Plans, Muddle the Mixture…
- Extra turns: Ral Zarek, Stitch in Time // Stitch in Time
- 1 Game Changer: Gamble
Manabase 83: why
- 22 sources make blue, and it has a card costing {U}{U}{U}: aim for about 30
- 7 lands always enter tapped
- 25 sources make red, and it has a card costing {R}{R}{R}: aim for about 30
Health 83: why
- Only 1 board wipe (aim for 2)
- Only 7 ramp pieces (aim for 10)
- Only 6 ways to remove a threat (aim for 8)
Zndrsplt, Eye of Wisdom // Zndrsplt, Eye of Wisdom
$38.08
Okaun, Eye of Chaos // Okaun, Eye of Chaos
$34.07
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
1
7
1
8
1
1
1
1
1
1
1
1
1
1
1
1
Nothing here matches the filter.
Scores Scores update when you save.
3 · Upgraded by the list. The bracket comes from Wizards' card rules alone; the colour says how well the deck does what Bracket 3 allows.
- The three dials average 89 for what Bracket 3 allows: that sets the colour.
- Power 56 counts as 100 here: Bracket 3 is for Power 50 and up. With Manabase 83 and Health 83, that is 89 on average (weights 40 / 30 / 30).
- 1 Game Changer (Core allows none; Upgraded up to three): Gamble
- Extra turns in low numbers: Ral Zarek, Stitch in Time // Stitch in Time (fine in 2–3 if not chained; not in 1)
- cEDH signals: 1 piece of fast mana · 4 tutors that find any card · 0 free spells
- Combos are not checked yet.
How fast and how hard this deck can take over a game. Absolute: about 90 and up is cEDH, so a casual deck scores low on purpose.
Strong
- 10 tutors, 4 of which find any card: Gamble, Long-Term Plans, Muddle the Mixture…
- Extra turns: Ral Zarek, Stitch in Time // Stitch in Time
- 1 Game Changer: Gamble
- 12 cards that draw or dig
- Average mana value 3.00: middling
- 1 piece of fast mana: Sol Ring
- 4 answers at mana value 2 or less
Can it cast its spells on time, in its colours?
Good
- 22 sources make blue, and it has a card costing {U}{U}{U}: aim for about 30
- 7 lands always enter tapped
- 25 sources make red, and it has a card costing {R}{R}{R}: aim for about 30
- 37 lands, counting ramp ≈ 41 sources: enough for mana value 3.00
Does it have the parts every Commander deck needs: ramp, cards, answers, and a curve it can cast?
Good
- Only 1 board wipe (aim for 2)
- Only 7 ramp pieces (aim for 10)
- Only 6 ways to remove a threat (aim for 8)
- 12 cards that draw or dig ✓
- A curve it can cast: 10% of spells cost 6 or more ✓
Scores read the list alone, from each card's own rules text: they can't see how a deck is played. Bracket names and the Game Changers list are Wizards of the Coast's (Commander Brackets, list as Wizards last changed it, 9 February 2026).
A blue-red Commander deck built around equipment. 15 creatures, 37 lands, average mana value 2.95.
Summarised from the decklist — not official product copy.