Power Rating System

Top 50 Standard Power Rankings

See the highest-rated cards across all Standard-legal sets in one list.

View Top 50 Rankings →

How the Power Rating Works

Every Standard-legal card receives a Composite Score from 0 to 5.0. The score is built from four independent signals — Tournament Performance, Mana Efficiency, Game State Impact, and Role Value — each weighted differently depending on whether the card's set is new or established. New sets use a tournament-free formula for the first 60 days so fresh cards are never penalized for lacking play history.

4.0 – 5.0
Elite
Format-defining staple
3.0 – 3.9
Strong
Sees real competitive play
2.0 – 2.9
Playable
Fringe or role-specific
1.0 – 1.9
Fringe
Rarely played
0 – 0.9
Unplayed
No competitive presence

Key principle: New cards (set released within 30 days) use a different formula that excludes tournament data entirely. A card with zero tournament appearances isn't necessarily weak — it may just be new. New cards are rated on efficiency, game state impact, and role only. Established cards with no tournament play receive a composite cap that tightens the longer they go unplayed (3.25 at 30-60 days, 3.00 at 61-90 days, 2.75 at 91+ days).

The 4 Pillars

1

Tournament Performance

40% weight (established cards with play only)

What it measures: How often competitive players actually choose this card in their decks. Cards appearing in a high percentage of league decks score highest.

How it's calculated: We look at all league decks from the last 30 days (Pro Tour excluded to avoid outlier events). The play rate is the percentage of eligible decks running this card in the main deck. Score = play rate ÷ 12, capped at 5.0 — so a card in 60% of decks scores 5.0.

Example — Steam Vents (54% play rate): play rate ÷ 12 = 4.53 tournament score → contributes 1.81 to composite
New Cards (<30 days): This pillar is completely excluded. New cards use a quality-only formula — they are never penalized for lacking tournament history.
No-play veterans: Cards with no tournament appearances use Efficiency + Game State + Role + Archetype. The composite cap tightens over time: 3.25 (30-60 days), 3.00 (61-90 days), 2.75 (91+ days).
2

Mana Efficiency

25% established / 50% new cards

What it measures: How much power do you get per mana spent? A 2/2 for 1 mana is vastly more efficient than a 2/2 for 4 mana.

How it's calculated: Creatures score on (Power × 1.3 + Toughness × 0.7) ÷ (MV × 2) × 2.5 then normalized by raw ÷ (1 + MV^0.7). Positive keyword bonuses (Flying +1.5, Haste +1.5, Double Strike +2.5, Ward +1.5, Deathtouch +1.5, Flash +1.0, etc.) are added to the raw score before normalization. Negative penalties include Defender (-3.0), Cumulative Upkeep (-2.0), Echo (-1.5), and Enters-Tapped penalties. Multicolor reduces the final score (2 colors ×0.85, 3 colors ×0.60). Minimum floor is 1.0.

Example — Burst Lightning (1-mana burn): Low mana normalization + damage bonus = high efficiency relative to cost
3

Game State Impact

15% established / 30% new cards

What it measures: How useful is this card across four critical game states: Early Game (turns 1–3), Parity (even board), Winning (ahead), and Losing (behind)? Cards that perform well in multiple game states are more flexible and harder to sideboard against.

How it's calculated: We use our own quadrant analysis formula that scores the card across those four game states based on card type, effects, and mana cost. Cards that are strong in all four states — like flexible removal or card draw — score highest. Cards that only shine in one state score lower.

Example — counterspell with cycling: Strong when ahead (tempo), decent when behind (cycle for another answer) → high game state score
4

Role Value

10% established / 20% new cards

What it measures: Does this card have a clear, valuable role in a deck? Cards with well-defined, high-value roles score higher regardless of how flashy they are.

Role categories and scores:

Removal 4.5 — Destroy/exile effects
Draw 4.5 — Card draw effects
Modal 4.0 — Adventures, choose-one
Threat 3.5 — Aggressive evasion creature
Ramp 3.0 — Mana acceleration
Fixing / Other 2.5 — Lands, utility, misc

Formula Summary

New Card Formula (set < 30 days old)
Composite = (Efficiency × 0.50) + (Game State × 0.30) + (Role × 0.20)
No tournament data required. Archetype excluded — default neutral 2.5.
Established Card With Tournament Play (archetype_count > 0)
Composite = (Tournament × 0.40) + (Efficiency × 0.25) + (Game State × 0.15) + (Role × 0.10) + (Archetype × 0.10)
Established Card With No Tournament Play
Composite = (Efficiency × 0.40) + (Game State × 0.25) + (Role × 0.20) + (Archetype × 0.15)
Cap: 3.25 at 30-60 days · 3.00 at 61-90 days · 2.75 at 91+ days
Hard Caps (applied after composite calculation)
Defender / Can't Attack → max 1.5
Skip Untap Step (static) → max 1.0
Banding → max 1.0
Cumulative Upkeep → max 2.0

Card Status Badges

New Card

Set was released within the last 30 days. This card is rated using the tournament-free formula: Efficiency (50%) + Game State (30%) + Role (20%). The tournament column shows the card's age in days instead of a score. This prevents new cards from being penalized for lack of play history.

Tournament Proven

This card has appeared in league decks in the last 30 days. The tournament score = play rate ÷ 12, capped at 5.0. The full formula applies with tournament data at 40% weight.

No Play

Set is more than 30 days old, but no tournament play was detected in the last 30 days. This is meaningful — the card has had time to prove itself and hasn't. The composite cap tightens the longer a card goes unplayed: 3.25 at 30-60 days, 3.00 at 61-90 days, 2.75 at 91+ days. These cards are often bulk rares or narrow build-arounds that haven't found a home.

How to Use This Tool

Finding hidden gems in new sets

Filter by "New Cards" and sort by Composite Score. Cards scoring 2.5+ in a brand-new set are worth watching — they have strong efficiency and game state scores before the metagame has caught up. These often become breakout hits in weeks 3–6 after release when tournament data starts flowing in.

Comparing cards within the same role

Use the Role filter (Removal, Draw, Counter, Threat) to compare apples-to-apples. A hard counter scoring 2.8 composite is likely more broadly useful than a conditional counter at 2.1 — and comparing within role controls for the inherent scoring advantage high-value roles have.

Spotting underrated veterans

Filter by "Unplayed Veterans" to see established cards that haven't appeared in tournament decks. A composite above 2.5 with no play means the card has strong intrinsic quality (efficiency + game state) that the meta hasn't exploited yet — often a sleeper waiting for the right enabling card or metagame shift.

Ratings update daily

Tournament data is refreshed every 24 hours against a rolling 30-day window. When a new deck archetype emerges, affected cards rise quickly — often before price speculators notice.

Tournament data: league events, last 30 days, Pro Tour excluded. Updated daily.