Commander
6.1±0.2
Tuned casual
Well-tuned synergy shell with consistent lines and solid fundamentals.
Primary win line:Commander combat pressure
High confidence(425 pts)
Estimated win turn
T6best
T7typical
T10+contested
Vector breakdown
Fast mana1
Mana rocks2
Land ramp1
Other acceleration4
Commander Synergy (1 groups)+2ⓘ
Low Land Count (27/32)+-13ⓘ
Tutors1
Draw engines7
Cantrips & burst draw2
Recursion3
Counterspells6
Spot removal9
Graveyard hate1
Board wipes3
Stax & hate4
Two-Color Mana Base (no fixing needed)+24ⓘ
Two-Color Powerhouse Lands (2)+3ⓘ
Low Land Count (27/32)+-13ⓘ
Fetchlands1
Dual & shock lands2
Premium utility lands2
Utility lands9
Taplands3
Combat Damage Synergy: token swarm strategy, 1 token doubler, 5 evasion enablers, aristocrats engine, 1 damage multiplier+25ⓘ
Commander Synergy (1 groups)+2ⓘ
Synergy pieces12
Win conditions1
Combat threats13
Reanimation2
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 6.1 → Bracket 3
Interaction93Threats92Mana base75
1.6 above Bracket 2 ceiling (4.5)
0.4 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
Themes6 total
Spirit Tribal37 cards
37 spirit creatures detected. Tribal synergies can create powerful board states.
Go-Wide / Weenies14 cards
14 low-cost creatures. Swarm the board and pump for lethal attacks.
Aristocrats13 cards
13 sacrifice/death synergies. Drains opponents while generating value from deaths.
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.