Commander
5.7±0.2
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
Primary win line:Go-wide combat finish
High confidence(400 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Fast mana4
Mana rocks5
Other acceleration5
Treasure generators2
Other2
Commander Draw Engine (Dr. Eggman provides card draw)+15ⓘ
Commander Synergy (1 groups)+1ⓘ
Tutors2
Draw engines11
Cantrips & burst draw3
Recursion4
Counterspells3
Spot removal8
Graveyard hate1
Stax & hate3
Protection3
Mana Acceleration (15 sources)+5ⓘ
Fetchlands3
Dual & shock lands9
Premium utility lands2
Utility lands13
Taplands2
Combat Damage Synergy: 1 token doubler, 3 haste enablers, 4 evasion enablers, aristocrats engine, 3 damage multipliers+25ⓘ
Commander Synergy (1 groups)+1ⓘ
Synergy pieces1
Win conditions6
Combat threats8
Sacrifice outlets2
Drain effects6
Token generators4
Reanimation1
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
Mana base90Threats89Consistency86
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 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
Artifacts Matter26 cards
26 artifact synergy cards. Deck is built to leverage artifacts beyond just utility.
Legends Matter16 cards
16 legendary synergies. Your legends grow stronger together.
Storm14 cards
14 storm synergies. Chain spells for exponential value.
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.