Commander
5.0±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(343 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Fast mana3
Mana rocks1
Mana dorks5
Land ramp9
Other acceleration1
Treasure generators2
Tutors2
Draw engines6
Cantrips & burst draw7
Recursion1
Counterspells1
Spot removal8
Artifact/enchantment removal1
Board wipes2
Stax & hate1
Protection1
Mana Acceleration (19 sources)+9ⓘ
Two-Color Powerhouse Lands (3)+8ⓘ
Dual & shock lands1
Premium utility lands2
Utility lands6
Taplands6
Combat Damage Synergy: token swarm strategy, 2 haste enablers, 2 evasion enablers, aristocrats engine+25ⓘ
Synergy pieces4
Win conditions3
Combat threats5
Sacrifice outlets1
Drain effects1
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
Consistency83Speed82Mana base78
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 2
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes9 total
Stompy / Big Mana14 cards
14 high-impact creatures. Ramp into massive threats that dominate the board.
Impulse Draw13 cards
13 impulse draw effects. Exile and play cards from the top of your library.
Tokens (Commander)1 cards
Commander generates or synergizes with creature tokens.
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.