Commander
6.2±0.3
Deck With a Plan
Cohesive strategy with synergistic card selection. At least one reliable path to close games.
Primary win line:Commander combat pressure
High confidence(435 pts)
Estimated win turn
T7best
T8typical
T11+contested
Vector breakdown
Efficient Curve (59% CMC 0-2)+8ⓘ
Fast mana1
Mana rocks1
Land ramp1
Other acceleration3
Treasure generators1
Tutors5
Draw engines3
Cantrips & burst draw6
Recursion1
Value engines1
Counterspells4
Spot removal5
Graveyard hate1
Board wipes6
Protection4
Fetchlands4
Dual & shock lands11
Premium utility lands3
Utility lands10
Taplands6
Combat Damage Synergy: token package, 1 extra combat, 1 haste enabler, 1 evasion enabler, aristocrats engine, 2 damage multipliers+25ⓘ
Synergy pieces12
Combat threats1
Token generators1
Clone effects1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 6.2 → Bracket 3
Mana base95Interaction85Consistency83
1.7 above Bracket 2 ceiling (4.5)
0.3 below Bracket 4 threshold (6.5)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
Voltron25 cards
25 equipment/auras. Stack these on your commander for one-shot commander damage kills.
Aggro14 cards
14 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
Unblockable / Evasion10 cards
10 evasion cards. Creatures that can't be blocked deal guaranteed damage.
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.