Commander
5.6±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(392 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana1
Mana rocks7
Treasure generators3
Commander Synergy (2 groups)+5ⓘ
Draw engines12
Cantrips & burst draw1
Recursion1
Value engines2
Spot removal7
Board wipes3
Stax & hate12
Protection5
Fetchlands4
Dual & shock lands9
Premium utility lands2
Utility lands6
Taplands1
Combat Damage Synergy: token package, 1 extra combat, 6 damage multipliers+25ⓘ
Commander Synergy (1 groups)+4ⓘ
Synergy pieces7
Win conditions1
Combat threats3
Drain effects1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.6 → Bracket 3
Interaction89Mana base86Consistency75
1.1 above Bracket 2 ceiling (4.5)
0.9 below Bracket 4 threshold (6.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Forced Combat / Goad17 cards
17 forced combat effects. Make opponents attack each other.
Token Strategy14 cards
14 token producers. Go-wide strategies can overwhelm opponents with numbers.
Legends Matter12 cards
12 legendary synergies. Your legends grow stronger together.
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.