Commander
No commander provided5.0±0.4
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
High confidence(341 pts)
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Heavy Curve (27% CMC 5+)+-10ⓘ
Fast mana2
Mana rocks4
Land ramp1
Tutors3
Draw engines8
Cantrips & burst draw6
Wheels1
Recursion3
Value engines9
Other1
Counterspells2
Spot removal6
Board wipes3
Stax & hate3
Protection2
Dual & shock lands2
Premium utility lands1
Utility lands5
Taplands5
2 extra turn effects+10ⓘ
Tempo Control (lockout lethality)+5.7ⓘ
Combat Damage Synergy: 1 damage multiplier+4ⓘ
Combo pieces1
Synergy pieces3
Win conditions1
Combat threats8
Drain effects1
Token generators3
Clone effects2
Extra turns1
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 5.0 → Bracket 3
Consistency89Threats87Interaction68
0.5 above Bracket 2 ceiling (4.5)
1.5 below Bracket 4 threshold (6.5)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 1
✓
Extra turns (2)
✕Mass land denial — none
✕2-card combo — none
Themes6 total
Chaos17 cards
17 chaos effects. Embrace randomness with coin flips and dice rolls.
Stompy / Big Mana10 cards
10 high-impact creatures. Ramp into massive threats that dominate the board.
Wizard Tribal8 cards
8 wizard 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.