Commander
6.1±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(433 pts)
Estimated win turn
T6best
T7typical
T10+contested
Vector breakdown
Efficient Curve (59% CMC 0-2)+8ⓘ
Fast mana1
Mana rocks1
Mana dorks6
Land ramp2
Other acceleration1
Treasure generators2
Tutors6
Draw engines5
Cantrips & burst draw5
Recursion2
Counterspells6
Spot removal4
Artifact/enchantment removal1
Graveyard hate1
Board wipes1
Protection1
Mana Acceleration (11 sources)+1ⓘ
Fetchlands4
Dual & shock lands13
Premium utility lands3
Utility lands6
Taplands5
Combat Damage Synergy: token swarm strategy, 4 token doublers, 2 haste enablers, aristocrats engine+25ⓘ
Commander Synergy (2 groups)+14ⓘ
Combo pieces2
Synergy pieces4
Win conditions3
Combat threats2
Sacrifice outlets1
Reanimation1
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 6.1 → Bracket 3
Mana base94Threats87Interaction80
1.6 above Bracket 2 ceiling (4.5)
0.4 below Bracket 4 threshold (6.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes8 total
Token Strategy14 cards
14 token producers. Go-wide strategies can overwhelm opponents with numbers.
+1/+1 Counters12 cards
12 counter synergies. Grow your creatures over time for massive threats.
Blink/Flicker10 cards
10 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
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.