Commander
5.6±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(392 pts)
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Heavy Curve (54% CMC 5+)+-10ⓘ
Fast mana1
Mana rocks1
Mana dorks1
Land ramp7
Tutors5
Draw engines11
Cantrips & burst draw4
Recursion6
Spot removal5
Board wipes4
Stax & hate2
Protection4
Mana Acceleration (17 sources)+7ⓘ
Dual & shock lands12
Premium utility lands10
Utility lands7
Combat Damage Synergy: token swarm strategy, 1 extra combat, 1 evasion enabler, 2 damage multipliers+25ⓘ
Synergy pieces2
Combat threats3
Drain effects4
Token generators7
Reanimation1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.6 → Bracket 3
Mana base97Consistency89Threats78
1.1 above Bracket 2 ceiling (4.5)
0.9 below Bracket 4 threshold (6.5)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes9 total
Enchantress13 cards
13 enchantment synergy cards. Deck rewards you for casting enchantments.
Token Strategy11 cards
11 token producers. Go-wide strategies can overwhelm opponents with numbers.
+1/+1 Counters8 cards
8 counter synergies. Grow your creatures over time for massive threats.
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.