Commander
5.1±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(349 pts)
Estimated win turn
T4best
T5typical
T6+contested
Vector breakdown
Commander Synergy (1 groups)+3ⓘ
Fast mana3
Mana rocks4
Mana dorks4
Land ramp4
Other acceleration2
Treasure generators1
Commander Draw Engine (The Ur-Dragon provides card draw)+10ⓘ
Tutors1
Draw engines7
Cantrips & burst draw2
Recursion2
Value engines3
Counterspells1
Spot removal6
Board wipes1
Stax & hate1
Mana Acceleration (17 sources)+7ⓘ
Premium utility lands3
Utility lands8
Taplands6
Combat Damage Synergy: token swarm strategy, 2 haste enablers, 2 evasion enablers, aristocrats engine, 2 damage multipliers+25ⓘ
Commander Synergy (1 groups)+4ⓘ
Combo pieces2
Synergy pieces2
Win conditions2
Combat threats8
Token generators1
Clone effects1
Other2
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.1 → Bracket 3
Threats85Speed82Consistency68
0.6 above Bracket 2 ceiling (4.5)
1.4 below Bracket 4 threshold (6.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes5 total
Go-Wide / Weenies19 cards
19 low-cost creatures. Swarm the board and pump for lethal attacks.
Aggro9 cards
9 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
Token Strategy8 cards
8 token producers. Go-wide strategies can overwhelm opponents with numbers.
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.