Commander
5.0±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(341 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Heavy Curve (31% CMC 5+)+-10ⓘ
Mana rocks4
Mana dorks1
Land ramp2
Other acceleration4
Treasure generators1
Other1
Commander Draw Engine (Dr. Eggman provides card draw)+15ⓘ
Tutors6
Draw engines6
Cantrips & burst draw7
Wheels1
Recursion2
Value engines5
Spot removal5
Graveyard hate1
Board wipes2
Stax & hate3
Protection4
Mana Acceleration (14 sources)+4ⓘ
Fetchlands2
Dual & shock lands9
Premium utility lands2
Utility lands10
Taplands10
Other1
Combat Damage Synergy: token package, 2 haste enablers, 3 evasion enablers, aristocrats engine+25ⓘ
Synergy pieces1
Win conditions4
Combat threats4
Sacrifice outlets1
Drain effects5
Token generators3
Reanimation1
Extra turns1
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 5.0 → Bracket 3
Mana base91Consistency89Threats76
0.5 above Bracket 2 ceiling (4.5)
1.5 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
Themes6 total
Artifacts Matter16 cards
16 artifact synergy cards. Deck is built to leverage artifacts beyond just utility.
Stompy / Big Mana13 cards
13 high-impact creatures. Ramp into massive threats that dominate the board.
Token Strategy10 cards
10 token producers. Go-wide strategies can overwhelm opponents with numbers.
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.