Millicent, Restless Revenant

5.5±0.3
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
Primary win line:Commander combat pressure
High confidence(382 pts)
Estimated win turn
T7best
T8typical
T11+contested
Vector breakdown
Two-Color Mana Base (no fixing needed)+7
Two-Color Powerhouse Lands (1)+1
Basic lands2

Bracket

3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 5.5 → Bracket 3
Interaction92Threats80Mana base75

1.0 above Bracket 2 ceiling (4.5)

1.0 below Bracket 4 threshold (6.5)

Game changers — none
Mass land denial — none
2-card combo — none
Extra turns — none

Themes5 total

Spirit Tribal26 cards

26 spirit creatures detected. Tribal synergies can create powerful board states.

Go-Wide / Weenies18 cards

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

Tribal (Commander)3 cards

This deck is built around creature type synergies.

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.