Commander
5.2±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
Primary win line:Go-wide combat finish
High confidence(361 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Mana rocks1
Mana dorks5
Land ramp12
Other acceleration1
Commander Synergy (1 groups)+8ⓘ
Tutors2
Draw engines4
Cantrips & burst draw6
Recursion2
Value engines2
Spot removal11
Artifact/enchantment removal1
Stax & hate1
Protection2
Mana Acceleration (19 sources)+9ⓘ
Dual & shock lands3
Premium utility lands2
Utility lands1
Taplands8
Combat Damage Synergy: token swarm strategy, 3 haste enablers, 4 evasion enablers, aristocrats engine+25ⓘ
Commander Synergy (1 groups)+4ⓘ
Synergy pieces5
Win conditions2
Combat threats1
Token generators2
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 5.2 → Bracket 3
Speed86Mana base82Consistency73
0.7 above Bracket 2 ceiling (4.5)
1.3 below Bracket 4 threshold (6.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Sagas34 cards
34 sagas. Multi-chapter enchantments for incremental value.
Blink/Flicker21 cards
21 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
Go-Wide / Weenies16 cards
16 low-cost creatures. Swarm the board and pump for lethal attacks.
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.