Win rates
What Is a Good Commander Win Rate? A Fair-Share Guide
Every pod has someone who “wins all the time.” Before the table starts building its case, work out that player's fair share—because it is not always 25%.
By Mike, PodLog founder and Commander player
· 6 min read
The short answer
A healthy benchmark is your fair share after enough games: 33.3% with three players and 25% with four. If your group changes table sizes, average the fair share from each game. Otherwise the person who attends every three-player night will look suspicious for doing exactly as well as expected.
Questions players are asking
- What is a good win rate in Commander?
- Is a 25% EDH win rate always average?
- How many games do I need before a deck win rate means anything?
- How should three-player and four-player games be combined?
Anonymized PodLog data
- 11 players — Players with 20+ games: The qualifying players had between 21 and 97 completed games each.
- 2.9%–46.7% — Observed player range: The median among those 11 players was 28.4%.
- 19 decks — Decks with 10+ games: Their win rates ranged from 0% to 58.3%, with a 25% median.
Anonymized case study from one rotating group. Player results use only players with at least 20 completed games; deck results state their own minimum. Different players faced different table sizes and opponents, so the observed range is not a ranking of skill.
First, stop treating 25% as sacred
The familiar 25% target only belongs to a four-player game. If three equally matched players sit down, each one starts with a 33.3% fair share. Five players lower it to 20%. The math is not judging anyone's deck; it is just dividing one win among the seats that could take it.
This matters in a rotating group. Someone who plays more three-player nights should finish above 25% even if they are exactly average for every table they join.
- Two players: 50% each.
- Three players: 33.3% each.
- Four players: 25% each.
- Five players: 20% each.
- Six players: 16.7% each.
Mixed tables need a tiny bit more math (sorry)
Take the fair share from each game and average it. Five three-player games plus five four-player games produce an expected rate of about 29.2%. That is five chances at 33.3% and five at 25%—the hardest calculation in this article, I promise.
It is still only a baseline. It cannot see a rough matchup, an unfamiliar deck, or the night the whole table decided one player had won enough lately. What it can do is stop us from comparing mixed tables against the wrong target.
A 100% deck can be one lucky Tuesday
A deck that wins its debut is undefeated. Very impressive. If it loses game two, that sparkling 100% immediately becomes 50%. The number of games belongs beside the percentage because early records are mostly drama.
Our group had 83 decks with at least three games, and their win rates stretched from 0% to 80%. At a ten-game minimum, only 19 decks qualified. Their range narrowed to 0% through 58.3%. More games did not make every deck average; they made one strange night matter less.
Win rate is evidence, not a personality test
A high rate might mean a strong player or a deck that fits the local field. It can also mean the table has been slow to adjust. A low rate may belong to somebody trying new decks, drawing the hardest matchups, or spending resources to stop the player who would otherwise win.
Use the number to ask better questions. Do not turn it into a permanent bounty before the first card is drawn. Commander already gives us plenty to argue about without pretending one percentage explains the person sitting behind it.
Where this leaves the table
A good Commander win rate is close to the fair share for the games you actually played. At four players, that is 25%. At three, it is 33.3%. Mixed tables deserve a mixed baseline.
Then give the record time to become boring. Once one win or loss stops swinging the whole percentage, the table can finally have the interesting conversation: why is this player or deck beating—or missing—its fair share?