Zur the Enchanter

5.8±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
High confidence(415 pts)
Estimated win turn
T7best
T8typical
T11+contested
Vector breakdown
Commander Synergy (2 groups)+15
Tempo Control (lockout lethality)+12
Combat Damage Synergy: 1 damage multiplier+4
Combat threats2
Reanimation1
Other1

Bracket

3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 5.8 → Bracket 3
Interaction89Mana base85Speed81

1.3 above Bracket 2 ceiling (4.5)

0.7 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

Themes5 total

Voltron16 cards

16 equipment/auras. Stack these on your commander for one-shot commander damage kills.

Blink/Flicker11 cards

11 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.

Enchantress8 cards

8 enchantment synergy cards. Deck rewards you for casting enchantments.

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.