Commander
5.4±0.3
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
Primary win line:Go-wide combat finish
High confidence(377 pts)
Estimated win turn
T4best
T5typical
T6+contested
Vector breakdown
Fast mana2
Mana rocks3
Mana dorks13
Land ramp4
Tutors3
Draw engines8
Cantrips & burst draw3
Recursion2
Value engines5
Other1
Spot removal6
Board wipes2
Stax & hate1
Mana Acceleration (22 sources)+12ⓘ
Two-Color Powerhouse Lands (1)+4ⓘ
Dual & shock lands2
Premium utility lands2
Utility lands7
Taplands6
Combat Damage Synergy: token swarm strategy, 8 tribal lords, 3 evasion enablers+25ⓘ
Commander Synergy (3 groups)+21ⓘ
Combo pieces1
Synergy pieces8
Win conditions4
Combat threats13
Drain effects1
Other1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.4 → Bracket 3
Threats95Speed83Mana base80
0.9 above Bracket 2 ceiling (4.5)
1.1 below Bracket 4 threshold (6.5)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Elf Tribal32 cards
32 elf creatures detected. Tribal synergies can create powerful board states.
Go-Wide / Weenies13 cards
13 low-cost creatures. Swarm the board and pump for lethal attacks.
Druid Tribal11 cards
11 druid creatures detected. Tribal synergies can create powerful board states.
Combos0 total
No combos detected
This deck wins through combat, value engines, or synergies rather than infinite combos. Checked against Commander Spellbook's database of 80,000+ documented combo variants.