Commander
5.4±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
Primary win line:Commander combat pressure
High confidence(378 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana1
Mana rocks3
Land ramp1
Other acceleration4
Draw engines7
Cantrips & burst draw5
Recursion1
Value engines3
Spot removal6
Board wipes2
Stax & hate1
Fetchlands2
Dual & shock lands4
Premium utility lands2
Utility lands9
Taplands7
Combat Damage Synergy: token swarm strategy, 1 extra combat, 2 evasion enablers, aristocrats engine, 5 damage multipliers+25ⓘ
Synergy pieces4
Win conditions2
Combat threats3
Drain effects1
Token generators4
Other1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.4 → Bracket 3
Threats88Consistency84Mana base83
0.9 above Bracket 2 ceiling (4.5)
1.1 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
Go-Wide / Weenies14 cards
14 low-cost creatures. Swarm the board and pump for lethal attacks.
Blink/Flicker11 cards
11 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
Soldier Tribal10 cards
10 soldier creatures detected. Tribal synergies can create powerful board states.
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.