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(360 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Efficient Curve (52% CMC 0-2)+8ⓘ
Fast mana6
Mana rocks4
Other acceleration1
Treasure generators2
Tutors1
Draw engines1
Cantrips & burst draw13
Recursion2
Spot removal7
Artifact/enchantment removal1
Board wipes2
Two-Color Mana Base (no fixing needed)+13ⓘ
Mana Acceleration (12 sources)+2ⓘ
Two-Color Powerhouse Lands (1)+2ⓘ
Dual & shock lands2
Premium utility lands1
Utility lands5
Taplands5
Combat Damage Synergy: 1 haste enabler+2ⓘ
Synergy pieces7
Win conditions1
Combat threats1
Drain effects3
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
Consistency82Mana base75Speed74
0.7 above Bracket 2 ceiling (4.5)
1.3 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
Themes10 total
Storm16 cards
16 storm synergies. Chain spells for exponential value.
Token Strategy15 cards
15 token producers. Go-wide strategies can overwhelm opponents with numbers.
Burn12 cards
12 damage dealers. Burn opponents down with direct damage.
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.