Commander
6.2±0.3
Deck With a Plan
Cohesive strategy with synergistic card selection. At least one reliable path to close games.
Primary win line:Go-wide combat finish
High confidence(437 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Fast mana1
Mana rocks6
Land ramp5
Other acceleration2
Tutors1
Draw engines9
Cantrips & burst draw2
Recursion1
Value engines4
Spot removal6
Graveyard hate1
Board wipes1
Stax & hate4
Mana Acceleration (14 sources)+4ⓘ
Fetchlands1
Dual & shock lands7
Premium utility lands3
Utility lands11
Combat Damage Synergy: token swarm strategy, 2 token doublers, 5 evasion enablers, aristocrats engine, 1 damage multiplier+25ⓘ
Commander Synergy (3 groups)+12ⓘ
Synergy pieces15
Win conditions6
Combat threats8
Sacrifice outlets1
Other2
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 6.2 → Bracket 3
Threats96Mana base86Interaction77
1.7 above Bracket 2 ceiling (4.5)
0.3 below Bracket 4 threshold (6.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Cat Tribal24 cards
24 cat creatures detected. Tribal synergies can create powerful board states.
Token Strategy18 cards
18 token producers. Go-wide strategies can overwhelm opponents with numbers.
Go-Wide / Weenies15 cards
15 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.