Commander
5.8±0.2
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
Primary win line:Attrition and lockout endgame
High confidence(413 pts)
Estimated win turn
T7best
T8typical
T11+contested
Vector breakdown
Fast mana1
Mana rocks7
Land ramp1
Other acceleration1
Commander Draw Engine (Jon Irenicus, Shattered One provides card draw)+15ⓘ
Draw engines5
Cantrips & burst draw10
Recursion1
Control Strategy Bonus (30.6 interaction cards)+30ⓘ
Counterspells7
Spot removal9
Graveyard hate2
Board wipes3
Stax & hate8
Protection3
Two-Color Mana Base (no fixing needed)+3ⓘ
Fetchlands1
Dual & shock lands1
+4
Premium utility lands3
+6
+5
+4
Utility lands7
+2
+2
+2
+2
+2
+2
+2
Taplands6
+2
+2
+2
+2
Basic lands2
+9
+10
Tempo Control (lockout lethality)+20ⓘ
Combat Damage Synergy: 1 evasion enabler+3ⓘ
Commander Synergy (1 groups)+2ⓘ
Synergy pieces4
Combat threats8
Sacrifice outlets2
Drain effects2
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 5.8 → Bracket 3
Interaction94Consistency75Mana base75
0.8 above Bracket 2 ceiling (5)
1.2 below Bracket 4 threshold (7)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes3 total
Aristocrats10 cards
10 sacrifice/death synergies. Drains opponents while generating value from deaths.
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Stax (Commander)7 cards
This deck uses resource denial and disruption to slow opponents down.
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Hatebears8 cards
8 hatebear creatures. Small creatures that restrict opponents.
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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.