Commander
5.1±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(349 pts)
Estimated win turn
T4best
T5typical
T6+contested
Vector breakdown
Fast mana3
Mana rocks2
Land ramp18
Treasure generators1
Tutors1
Draw engines2
Cantrips & burst draw2
Recursion6
Spot removal7
Land destruction1
Protection1
Mana Acceleration (27 sources)+15ⓘ
Mono-Color Powerhouse Lands (3)+7ⓘ
Dual & shock lands1
Utility lands6
Taplands2
Basic lands1
Forest+30
Combat Damage Synergy: token swarm strategy, 1 token doubler, 1 haste enabler, 2 evasion enablers, aristocrats engine+25ⓘ
Synergy pieces4
Win conditions1
Combat threats2
Token generators4
Other1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.1 → Bracket 3
Speed93Mana base73Consistency72
0.6 above Bracket 2 ceiling (4.5)
1.4 below Bracket 4 threshold (6.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Go-Wide / Weenies12 cards
12 low-cost creatures. Swarm the board and pump for lethal attacks.
Token Strategy11 cards
11 token producers. Go-wide strategies can overwhelm opponents with numbers.
Landfall11 cards
11 landfall triggers. Ramp becomes value as each land drop triggers multiple effects.
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.