Commander
6.2±0.3
Deck With a Plan
Cohesive strategy with synergistic card selection. At least one reliable path to close games.
High confidence(412 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Efficient Curve (52% CMC 0-2)+8ⓘ
Fast mana1
Mana rocks4
Tutors4
Wheels1
Recursion1
Value engines6
Counterspells5
Spot removal7
Graveyard hate1
Board wipes3
Stax & hate10
Protection4
Two-Color Mana Base (no fixing needed)+3ⓘ
Two-Color Powerhouse Lands (1)+1ⓘ
Fetchlands4
Dual & shock lands2
Premium utility lands1
Utility lands4
Taplands2
5 Combo(s) Detected (Consistency: 80%)+40ⓘ
Combat Damage Synergy: 1 haste enabler+2ⓘ
Combo pieces6
Synergy pieces1
Win conditions1
Other3
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 6.2 → Bracket 3
Interaction95Mana base75Threats71
1.7 above Bracket 2 ceiling (4.5)
0.3 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
Themes9 total
Mill18 cards
18 mill effects. Empty opponent libraries or fuel your graveyard.
Defenders/Walls16 cards
16 defenders/walls. Build an impenetrable wall, then convert to damage.
Go-Wide / Weenies14 cards
14 low-cost creatures. Swarm the board and pump for lethal attacks.