Commander
5.5±0.3
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
High confidence380 pts
Estimated win turn
T8best
T9typical
T12+contested
Vector breakdown
Commander Synergy+1ⓘ
Heavy Curve−10ⓘ
Fast mana1
Mana rocks6
Land ramp1
Other acceleration3
Other1
Commander Synergy+1ⓘ
Draw engines7
Cantrips & burst draw5
Wheels1
Scry & Surveil2
Recursion5
Value engines2
Counterspells3
Spot removal9
Graveyard hate2
Board wipes2
Stax & hate5
Protection3
Two-Color Mana Base+11ⓘ
Two-Color Powerhouse Lands+1ⓘ
Fetchlands2
+5
+5
Premium utility lands1
+5
Utility lands7
+2
+2
+2
+2
+2
+2
+2
Taplands8
+3
+2
+2
+2
+2
+2
+2
+2
Basic lands2
+9
+8
Combat Damage Synergy+8ⓘ
Commander Synergy+2ⓘ
Synergy pieces6
Win conditions1
Combat threats8
Token generators3
Other1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 5.5+Game Changers 1→ Bracket 3
0.5 above Bracket 2 ceiling (5)
1.5 below Bracket 4 threshold (7)
Markers
Learn more →✓
Game changers 1
Minimum Bracket 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes4 total
Stompy / Big Mana15 cards
15 high-impact creatures. Ramp into massive threats that dominate the board.
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Unblockable / Evasion11 cards
11 evasion cards. Creatures that can't be blocked deal guaranteed damage.
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Graveyard (Commander)7 cards
This deck uses the graveyard as a primary resource.
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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.