Commander
5.1±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
High confidence(352 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana1
Mana rocks6
Land ramp1
Other acceleration1
Treasure generators3
Commander Draw Engine (Kefka, Court Mage provides card draw)+10ⓘ
Draw engines5
Cantrips & burst draw5
Recursion6
Counterspells5
Spot removal4
Graveyard hate1
Board wipes1
Stax & hate3
Protection4
Other1
Dual & shock lands6
Premium utility lands3
Utility lands11
Taplands2
Combat Damage Synergy: 1 haste enabler+2ⓘ
Combo pieces1
Synergy pieces7
Combat threats1
Drain effects2
Reanimation2
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
Consistency82Mana base82Interaction79
0.6 above Bracket 2 ceiling (4.5)
1.4 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
Blink/Flicker12 cards
12 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
Discard12 cards
12 discard synergies. Empty opponents' hands while gaining value.
Human Tribal11 cards
11 human creatures detected. Tribal synergies can create powerful board states.
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.