Commander
6.4±0.3
Deck With a Plan
Cohesive strategy with synergistic card selection. At least one reliable path to close games.
Primary win line:Go-wide combat finish
High confidence(454 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Commander Synergy (1 groups)+6ⓘ
Fast mana1
Mana rocks1
Land ramp1
Other acceleration6
Commander Synergy (1 groups)+6ⓘ
Tutors5
Draw engines2
Cantrips & burst draw1
Recursion2
Value engines4
Spot removal3
Artifact/enchantment removal1
Graveyard hate1
Board wipes2
Stax & hate15
Mono-Color Mana Base (no fixing needed)+13ⓘ
Mono-Color Powerhouse Lands (1)+3ⓘ
Fetchlands1
Premium utility lands1
Utility lands9
Taplands3
Basic lands1
Plains+21
Combat Damage Synergy: token swarm strategy, 7 evasion enablers, 1 damage multiplier+25ⓘ
Commander Synergy (1 groups)+4ⓘ
Combo pieces1
Synergy pieces3
Win conditions4
Combat threats7
Token generators2
Reanimation1
Other1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 6.4 → Bracket 3
Interaction96Threats87Consistency70
1.9 above Bracket 2 ceiling (4.5)
0.1 below Bracket 4 threshold (6.5)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Lifegain20 cards
20 lifegain synergies. Gain life to trigger payoffs and outlast opponents.
Angel Tribal17 cards
17 angel creatures detected. Tribal synergies can create powerful board states.
Go-Wide / Weenies13 cards
13 low-cost creatures. Swarm the board and pump for lethal attacks.
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.