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HomeExplore decksCommanders
WUR

Sokka - Allies

viaMoxfieldMoxfield·0 views·1h ago

Power level

5.6±0.3
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
High confidence393 pts
Estimated win turn
T6best
T8typical
T11+contested
Vector breakdown
Efficient Curve+8ⓘ
Fast mana6
Mana rocks10
Other acceleration1
Treasure generators1
Other acceleration3
Draw engines5
Cantrips & burst draw9
Recursion1
Value engines5
Synergy support1
Other1
Counterspells4
Artifact/enchantment removal1
Spot removal3
Stax & hate1
Protection11
Mana Acceleration+6ⓘ
Fetchlands1
Dual & shock lands6
Premium utility lands2
Utility lands11
Taplands1
Basic lands3
Tempo Control+12ⓘ
Combat Damage Synergy+6ⓘ
Extra Turn Package+5ⓘ
Synergy pieces2
Win conditions1
Combat threats6
Token generators2
Clone effects1
Extra turns1
Group slug1
Enablers2

Bracket

3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 5.6 → Bracket 3

0.6 above Bracket 2 ceiling (5)

1.4 below Bracket 4 threshold (7)

This deck's power level pushes it into Bracket 3, though under a marker-only reading of WotC's bracket guidance it may fit Bracket 2.
Markers
Learn more →
✓
Extra turns 1
✕Game Changers — none
✕Mass land denial — none
✕2-card combo — none

Themes5 total

Go-Wide / WeeniesCore (11 cards)

11 low-cost creatures. Swarm the board and pump for lethal attacks.

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Human TribalCore (10 cards)

10 human creatures detected. Tribal synergies can create powerful board states.

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AggroSupporting (9 cards)

9 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.

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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.