5.8±0.2
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
High confidence412 pts
Estimated win turn
T7best
T8typical
T11+contested
Vector breakdown
Fast mana1
Land ramp5
Other acceleration2
Tutors4
Draw engines10
Cantrips & burst draw4
Recursion2
+1
Value engines2
Artifact/enchantment removal2
Spot removal4
+5
Stax & hate3
Protection10
Two-Color Powerhouse Lands (4)+12ⓘ
Fetchlands1
+8
Dual & shock lands4
+9
+6
+4
+4
Premium utility lands1
+5
Utility lands11
+4
+3
+3
+2
+2
+2
+2
+2
+2
+2
+2
Taplands4
Basic lands2
+8
+7
Combat Damage Synergy+25ⓘ
Commander Synergy (1 group)+2ⓘ
Synergy pieces10
Win conditions3
Combat threats15
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 5.8+Game Changers 3→ Bracket 3
0.8 above Bracket 2 ceiling (5)
1.2 below Bracket 4 threshold (7)
Markers
Learn more →✓
Game changers 3
Minimum Bracket 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes5 total
Go-Wide / Weenies17 cards
17 low-cost creatures. Swarm the board and pump for lethal attacks.
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Aggro13 cards
13 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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Stompy / Big Mana11 cards
11 high-impact creatures. Ramp into massive threats that dominate the board.
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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.
History1 snapshot
Grade
Power4.7→5.8+1.1
BracketB3→B3
Vectors
Velocity
32→43
+11
Consistency
65→86
+21
Interaction
76→85
+9
Efficiency
84→86
+2
Lethality
82→89
+7
Card Changes
Added (15)
+2
Removed (10)