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(356 pts)
Estimated win turn
T4best
T5typical
T6+contested
Vector breakdown
Tight Curve (68% CMC 0-2)+15ⓘ
Fast mana2
Mana dorks7
Land ramp1
Other acceleration1
Treasure generators1
Tutors1
Draw engines8
Cantrips & burst draw5
Recursion3
Value engines1
Spot removal6
Land destruction1
Board wipes1
Stax & hate1
Two-Color Powerhouse Lands (4)+14ⓘ
Mana Acceleration (11 sources)+1ⓘ
Fetchlands1
Dual & shock lands4
Premium utility lands2
Utility lands9
Taplands6
Combat Damage Synergy: token swarm strategy, 1 token doubler, 1 evasion enabler, aristocrats engine, 1 damage multiplier+25ⓘ
Synergy pieces2
Win conditions1
Combat threats3
Reanimation3
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
Mana base87Interaction75Consistency73
0.7 above Bracket 2 ceiling (4.5)
1.3 below Bracket 4 threshold (6.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Go-Wide / Weenies27 cards
27 low-cost creatures. Swarm the board and pump for lethal attacks.
+1/+1 Counters14 cards
14 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.