Commander
5.7±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(400 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Fast mana1
Mana rocks1
Mana dorks4
Land ramp7
Other acceleration5
Treasure generators1
Tutors3
Draw engines10
Cantrips & burst draw1
Recursion2
Spot removal5
Artifact/enchantment removal2
Board wipes1
Stax & hate1
Two-Color Powerhouse Lands (3)+12ⓘ
Mana Acceleration (18 sources)+8ⓘ
Fetchlands3
Dual & shock lands4
Premium utility lands3
Utility lands9
Taplands3
Combat Damage Synergy: token swarm strategy, 2 haste enablers, 2 evasion enablers+25ⓘ
Synergy pieces3
Win conditions3
Combat threats1
Token generators4
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 base90Speed87Interaction76
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 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Aristocrats13 cards
13 sacrifice/death synergies. Drains opponents while generating value from deaths.
Enchantress13 cards
13 enchantment synergy cards. Deck rewards you for casting enchantments.
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.