Commander
6.2±0.3
Deck With a Plan
Cohesive strategy with synergistic card selection. At least one reliable path to close games.
Primary win line:Commander combat pressure
High confidence(435 pts)
Estimated win turn
T4best
T5typical
T6+contested
Vector breakdown
Tight Curve (68% CMC 0-2)+15ⓘ
Fast mana3
Mana rocks1
Mana dorks7
Land ramp2
Other acceleration2
Commander Draw Engine (Ellivere of the Wild Court provides card draw)+18ⓘ
Tutors2
Draw engines4
Cantrips & burst draw3
Value engines3
Spot removal7
Artifact/enchantment removal2
Graveyard hate3
Stax & hate11
Two-Color Powerhouse Lands (5)+14ⓘ
Mana Acceleration (15 sources)+5ⓘ
Fetchlands2
Dual & shock lands2
Premium utility lands3
Utility lands9
Combat Damage Synergy: token swarm strategy, 1 haste enabler, 4 evasion enablers, aristocrats engine, 1 damage multiplier+25ⓘ
Synergy pieces3
Win conditions1
Combat threats1
Drain effects1
Token generators2
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 6.2 → Bracket 3
Interaction96Mana base87Speed85
1.7 above Bracket 2 ceiling (4.5)
0.3 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
Go-Wide / Weenies20 cards
20 low-cost creatures. Swarm the board and pump for lethal attacks.
Stax13 cards
13 stax pieces. Tax and restrict opponents' resources while breaking parity.
Legends Matter11 cards
11 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.