Commander
5.3±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(364 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Commander Synergy (1 groups)+4ⓘ
Fast mana2
Mana rocks5
Other acceleration4
Treasure generators1
Tutors1
Draw engines3
Cantrips & burst draw12
Wheels2
Recursion2
Counterspells1
Spot removal4
Artifact/enchantment removal1
Graveyard hate1
Board wipes1
Stax & hate1
Protection1
Two-Color Mana Base (no fixing needed)+11ⓘ
Mana Acceleration (14 sources)+4ⓘ
Two-Color Powerhouse Lands (1)+1ⓘ
Dual & shock lands2
Premium utility lands2
Utility lands4
Taplands3
Combat Damage Synergy: token package+6ⓘ
Combo pieces1
Synergy pieces7
Combat threats1
Token generators4
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.3 → Bracket 3
Consistency93Mana base75Speed65
0.8 above Bracket 2 ceiling (4.5)
1.2 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
Themes7 total
Storm18 cards
18 storm synergies. Chain spells for exponential value.
Spellslinger17 cards
17 instant/sorcery synergies. Storm and copy effects can chain into explosive turns.
Graveyard/Reanimator12 cards
12 graveyard synergies. Use your graveyard as a second hand.
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.