Commander
5.1±0.4
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
High confidence349 pts
Estimated win turn
T6best
T7typical
T10+contested
Vector breakdown
Tight Curve (79% CMC 0-2)+15ⓘ
Fast mana1
Mana rocks6
Other acceleration3
Treasure generators1
Draw engines2
Cantrips & burst draw18
Wheels1
Value engines3
Counterspells9
Spot removal11
Board wipes1
Protection1
Two-Color Mana Base (no fixing needed)+8ⓘ
Two-Color Powerhouse Lands (1)+1ⓘ
Fetchlands2
+5
+5
Dual & shock lands2
+4
+4
Premium utility lands2
+5
+4
Utility lands3
+2
+2
+2
Taplands4
+3
+2
+2
+2
Basic lands2
+12
+12
Tempo Control (lockout lethality)+12.2ⓘ
Combat Damage Synergy: token package, 2 evasion enablers+10ⓘ
Synergy pieces2
Combat threats1
Drain effects5
Token generators1
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
Interaction84Consistency79Mana base75
0.1 above Bracket 2 ceiling (5)
1.9 below Bracket 4 threshold (7)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
Go-Wide / Weenies12 cards
12 low-cost creatures. Swarm the board and pump for lethal attacks.
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Burn11 cards
11 damage dealers. Burn opponents down with direct damage.
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Storm10 cards
10 storm synergies. Chain spells for exponential value.
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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.