Commander
8.2±0.3
High power
Fast, consistent, and resilient; can present and protect strong wins in stronger pods.
Strategy ceiling 9.3
High confidence604 pts
Estimated win turn
T3best
T4typical
T5+contested
Vector breakdown
Commander Synergy (1 groups)+1ⓘ
Fast mana2
Mana rocks5
Land ramp12
Treasure generators2
Commander Synergy (1 groups)+1ⓘ
Tutors3
Draw engines7
Cantrips & burst draw6
Recursion4
+2
Value engines5
Counterspells6
Artifact/enchantment removal1
Spot removal9
Board wipes1
Stax & hate2
Protection1
Mana Acceleration (19 sources)+7ⓘ
Fetchlands4
+8
+5
+5
+5
Dual & shock lands7
+6
+4
+4
+4
+4
+4
+4
Premium utility lands2
+5
+4
Utility lands9
+3
+2
+2
+4
+4
+2
+2
+2
+2
Taplands7
+3
+3
+3
+2
+2
+2
+2
Basic lands3
+2
+1
+1
Other1
8 Combo Families (14 lines, Consistency: 85%)+55ⓘ
Combat Damage Synergy: aristocrats engine+8ⓘ
Commander Synergy (1 groups)+1ⓘ
Combo pieces17
Synergy pieces1
Combat threats1
Drain effects1
Reanimation1
Bracket
4
Bracket 4Optimized
High power, built to win. Unlimited Game Changers, efficient combos expected.
Breakdown
Learn more →✓
Power level 8.2 → Bracket 4
Threats98Mana base90Consistency86
1.2 above Bracket 3 ceiling (7)
0.8 below Bracket 5 threshold (9)
2-card combo are present, but the power level already places this deck in Bracket 4.
✓
Game changers 3
Minimum Bracket 3
✓
2-card combo 4
Minimum Bracket 3
2 combos excluded — missing prerequisites
✕Mass land denial — none
✕Extra turns — none
Themes5 total
Landfall10 cards
10 landfall triggers. Ramp becomes value as each land drop triggers multiple effects.
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Blink/Flicker19 cards
19 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
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Stompy / Big Mana13 cards
13 high-impact creatures. Ramp into massive threats that dominate the board.
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