Commander
5.7±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
Primary win line:Commander combat pressure
High confidence(400 pts)
Estimated win turn
T5best
T6typical
T9+contested
Vector breakdown
Fast mana2
Mana rocks4
Land ramp6
Other acceleration4
Treasure generators2
Tutors1
Draw engines13
Cantrips & burst draw4
Recursion2
Value engines5
Spot removal11
Board wipes5
Stax & hate1
Mono-Color Powerhouse Lands (3)+14ⓘ
Mana Acceleration (16 sources)+6ⓘ
Fetchlands1
Dual & shock lands1
Utility lands10
Taplands5
Basic lands1
Plains+21
Combat Damage Synergy: token swarm strategy, 6 evasion enablers, aristocrats engine, 2 damage multipliers+25ⓘ
Synergy pieces16
Win conditions1
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
Interaction94Threats85Consistency82
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
Themes10 total
Token Strategy26 cards
26 token producers. Go-wide strategies can overwhelm opponents with numbers.
Blink/Flicker25 cards
25 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
Voltron18 cards
18 equipment/auras. Stack these on your commander for one-shot commander damage kills.
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.