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PlayEDH Power Level Compendium
PlayEDH Power Level Compendium
Compendium
Introduction
Introduction
In each of our power levels, in any given pod, with checked decks, you should have
a roughly even chance of winning. By providing you with #deck_checks to help
determine where your list fits in our power levels, we hope to achieve that and
ensure the best curated gameplay experience for EDH on the internet.
Not every deck is immediately suited for these power levels, that is by design.
We may ask you to make adjustments to better fit these power levels. Decks will
often play better when they are built with a specific power level in mind.
These rules are intended as guidelines to be interpreted in the context of the full
deck, and not applied verbatim. If your deck is doing something that violates the
general spirit of one of these power levels while not necessarily breaking a specific
rule, a change may still be required to make the deck fit into a power level.
As it is a scale, we don’t intend for levels to be mixed, decks will fit into a
maximum of one power level. Battlecruiser decks should not be played in Mid, and
High decks should not be played in Battlecruiser. Notably this idea goes both ways,
and being a speedbump is just as bad as pubstomping. Where pubstomping is
taking a deck that cannot be meaningfully interacted with into lower power games,
being a speedbump is taking a deck that cannot interact or pressure in a
meaningful way into a higher powered game. Winning or losing in one power level is
not an indicator to play outside of that power level without adjustment to the deck
itself. No power level is worse than another, and all are valid ways to play the
format.
To access the chats for each power level, go to #role_select and react to the
message to assign the rank you want.
Problematic Cards
The following cards and combinations are banned at the following power levels and
their curated LFG queues:
Battlecruiser
Combo in Battlecruiser
Game-ending combos may appear in Battlecruiser, but are exceedingly rare, and
almost always unintentional side-effects of the inclusion of many certain synergistic
cards. They are not efficient, not consistent, and highly prohibitive by card counts
and mana cost. Deliberately brewing a combo deck for Battlecruiser should be
considered against the intention of this power level.
Removal in Battlecruiser
All decks need to be able to interact with threats other decks present. In
Battlecruiser, the amount of threats that you are expected to encounter in an average
pod should not be overwhelming so you have plenty of space for fun cards.
Preconstructed decks run spot removal and some board wipes, a Battlecruiser deck
is not exempt from this.
Low Power features decks focused around a defined strategy and win condition. You
should expect games to be played with an eye toward winning the game as opposed
to the more social atmosphere found in Battlecruiser. A variety of archetypes can be
found in Low Power--Infect, Voltron, Aristocrats, Mill, Reanimator, Pillowfort,
Enchantress, Synergetic Tribal, etc. The general pacing tends to be faster than
Battlecruiser, but you should not be rushing toward early wins. Regardless, your
deck will still be expected to use the tools available in your colors to respond to your
opponents’ strategies. The quality of interaction can be on par with or increased from
Battlecruiser. Low Power is the place to play decks that have a cohesive strategy
and focus without speeding to a game ending state like the levels above it.
Problematic Cards
We do not allow the following cards in Low Power:
Mana Crypt
Gaea’s Cradle
Mid decks must have a way to close out a game. Whether that’s an aggressive
go-wide beatdown plan, a lock, or a game-ending combo, you need a win condition,
as well as a back-up plan in case your main strategy is disrupted.
Problematic Cards
As of now, we do not allow the following cards in Mid Power:
Mana Crypt
Gaea’s Cradle
Mid combos will typically have multiple points of interaction available to stop them.
The more interaction points and the more types of interaction that can stop the
combo, the more likely it is to be acceptable for Mid. For example, a combo that
requires many iterations that each need to wait for the previous iteration to resolve
before the combo can be completed and that consists of creatures and artifacts may
be easier to fit into Mid than a combo that can be reactivated in response to
interaction, completing the combo with the removal still on the stack; or a combo that
can only be stopped by a counterspell.
High Power on PlayEDH aims to accommodate decks that are unable to comfortably
keep up in Maximum power games while still showcasing combos and synergies that
are either too strong or too effective for Mid Power. These decks will focus on
extremely interactive gameplay and feature rapidly-changing game states. All
but some of the most efficient combos and strategies will be seen in High Power. It is
likely to come across lists that are extreme budget versions of Max decks.
Win conditions in High have few restrictions and may not be telegraphed at all.
While a High deck does not need to attempt an early win, High decks will feature
enough efficient interaction to fairly play with combos or other win conditions that can
happen in a single turn. Slower combos or win conditions are still often played in
High, but with a more layered strategy using redundant backups. High decks often
feature more tutors and/or extreme card advantage effects like Necropotence or Ad
Nauseam to increase the consistency of their win conditions (Mid decks will
sometimes contain these cards as well; the delineation is typically whether the deck
is using these cards for "value" as opposed to digging for a win condition). Because
wins can be attempted with so little warning or time to respond, High decks have
more interaction than Mid decks. This tends to focus more on interaction on the
stack than on removal of permanents, though this differs based on the options
available in the deck's colors. Interaction will typically be more efficient than even
Mid; where running all of the free counterspells might happen occasionally in Mid, it's
very common in High. Early impactful plays are expected.
Problematic Cards
Thassa’s Oracle in combination with Demonic Consultation and/or Tainted
Pact
Theros: Beyond Death introduced Thassa’s Oracle, a card that enables incredibly
early and difficult-to-interact-with wins when combined with Demonic Consultation
and/or Tainted Pact. After much deliberation, a decision was made to disallow
playing win lines in High using Demonic Consultation or Tainted Pact to exile
your library and then playing Thassa’s Oracle to win the game. Instead, and to
contribute to the health of the power level, users must replace Thassa’s Oracle with
Jace, Wielder of Mysteries or Laboratory Maniac.
Maximum Power
This is it. No holds barred. Only the strongest decks will make it.
Decks built for Maximum Power should excel in three categories: Efficiency,
interactivity, and resiliency. These categories can apply in different ways
depending on the overall strategy of the deck (e.g. constructing your interaction suite
more towards protecting your own win than preventing others from winning), but the
card choices in each Maximum Power deck need to suit these goals.
Efficiency/Speed
The level of optimisation in overall card choices and win conditions. Your deck needs
to be optimised in a way that it can keep up in pace with other Maximum Power
decks. Suboptimal card or Commander choices should be avoided at all cost. If you
choose a specific card, Commander or win condition for your deck, you should have
a strong reason to do so.
Interactivity
How well is my deck equipped to interact with other Maximum Power decks, and
which style of interaction best suits my game plan? Simply playing your own game
and hoping nobody will try to interact with your win is unlikely to work at Max Power
under most circumstances. Your deck needs to have the tools to influence the pace
of a game in a way that puts you in a winning position.
Resiliency
How well does my deck handle being interacted with? Your opponents will attempt to
interact with your win attempts. If you fail to close out the game once, your deck
shouldn't be out of options. Remember to have backup plans and/or recovery
options.
When your deck is checked, a Mentor may tell you that it requires more optimisation
in one of these three categories. In this case, we recommend taking the deck to the
#max_deckhelp channel or checking out one of the related deck-specific Discord
servers.
Maximum Power, more than the other power levels, has an established and
evolving Meta-game. Due to that, it's important to build your deck in a way that can
play well into this Meta. We will keep this section of the Power Level Compendium
updated with current meta trends to provide you with a baseline of expectations.
As a result of this, some meta-specific decks will only function well in Maximum
Power if the right conditions are met. When your deck is checked for Maximum
Power, it might be with a caveat that it will require a specific environment to flourish.
Mindset
Having the right mindset is one of the most important things when it comes to
Maximum Power. Maximum players want to find the best builds and play them as
well as possible. When you go into a game, every decision you make should be
made with the intent of winning that game: no spite plays, no nonsense politics.
Consistency
A Maximum Power deck isn't just sometimes good. It doesn't matter whether your
deck can win on turn 1 or 2, it doesn't matter that it can go Mishra's Workshop into
Trinisphere turn 1, what really matters is what it can do consistently. So when
judging whether your own deck is Maximum Power, ask yourself the question: "What
can it do consistently?", and then ask yourself: "Is that powerful enough?"
Deckbuilding Considerations
Some decks are constructed in such a way that they have interactions that over- or
under-perform compared to the rest of the deck. For example, Oona, Queen of the
Fey may be built primarily as a Faerie Tribal deck that could easily fit in Mid, but also
includes Demonic Consultation and Thassa's Oracle, an overperforming combo that
we restrict to Competitive decks only. Additionally, decks that are intended for play in
a certain power level may have the skeleton but lack appropriate wincons,
interaction, and consistency needed to perform at that power level.
Battlecruiser
Decks that specifically try to undermine the creature oriented nature of BC can often
create non-games and is generally something that won't get approved for play by
Mentors. Some examples include, but are not limited to: Enchantment Prison, "Turbo
fog", and "Punisher" type decks.
Low Power
Mid Power
High Power
High decks aren't able to compete with Max Power decks, even when they are fully
optimized themselves. However, these lists can still share many of the same
hyper-efficient cards, accelerations, interactions, and wincons. Assume that players
will be aiming to win, establish some form of lock, or gain momentous advantage
from early points in the game. Players will be playing disruption, removal, and static
hate pieces to try and stop you from winning.
Maximum Power
Q: What do Maximum Power decks look like?
Generally speaking, these decks have zero limits in terms of power and budget
(proxies are encouraged), are equipped to interact, disrupt, or race other comp lists,
and are designed to win against decks with the same considerations. Not every fully
optimized deck is automatically Maximum Power, some commanders and strategies
cannot be improved enough to reach Max Power..