Commander
5.7±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(399 pts)
Estimated win turn
T4best
T5typical
T6+contested
Vector breakdown
Mana dorks12
Land ramp4
Other acceleration1
Tutors4
Draw engines6
Cantrips & burst draw1
Recursion1
Value engines1
Spot removal3
Board wipes2
Mana Acceleration (17 sources)+7ⓘ
Two-Color Powerhouse Lands (1)+2ⓘ
Dual & shock lands3
Premium utility lands3
Utility lands7
Combat Damage Synergy: token swarm strategy, 1 token doubler, 8 tribal lords, 1 haste enabler, 3 evasion enablers+25ⓘ
Commander Synergy (3 groups)+21ⓘ
Combo pieces1
Synergy pieces8
Win conditions3
Combat threats6
Sacrifice outlets1
Drain effects1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.7 → Bracket 3
Threats95Mana base81Speed76
1.2 above Bracket 2 ceiling (4.5)
0.8 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
Themes10 total
Elf Tribal41 cards
41 elf creatures detected. Tribal synergies can create powerful board states.
Go-Wide / Weenies19 cards
19 low-cost creatures. Swarm the board and pump for lethal attacks.
Druid Tribal15 cards
15 druid creatures detected. Tribal synergies can create powerful board states.
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.