Commander
5.2±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
Primary win line:Go-wide combat finish
High confidence(358 pts)
Estimated win turn
T7best
T8typical
T10+contested
Vector breakdown
Fast mana2
Mana rocks3
Draw engines6
Cantrips & burst draw4
Wheels1
Recursion6
Value engines4
Counterspells3
Spot removal6
Graveyard hate1
Board wipes3
Stax & hate2
Edict effects3
Protection2
Two-Color Mana Base (no fixing needed)+15ⓘ
Fetchlands1
Premium utility lands1
Utility lands8
Combat Damage Synergy: token package, 1 haste enabler, 1 evasion enabler, aristocrats engine+19ⓘ
Synergy pieces6
Combat threats1
Sacrifice outlets1
Drain effects1
Reanimation3
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 5.2 → Bracket 3
Interaction87Consistency84Mana base75
0.7 above Bracket 2 ceiling (4.5)
1.3 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
Themes9 total
Go-Wide / Weenies13 cards
13 low-cost creatures. Swarm the board and pump for lethal attacks.
Token Strategy10 cards
10 token producers. Go-wide strategies can overwhelm opponents with numbers.
Aristocrats10 cards
10 sacrifice/death synergies. Drains opponents while generating value from deaths.
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.