Commander
6.1±0.3
Deck With a Plan
Cohesive strategy with synergistic card selection. At least one reliable path to close games.
Primary win line:Go-wide combat finish
High confidence(429 pts)
Estimated win turn
T4best
T5typical
T6+contested
Vector breakdown
Efficient Curve (57% CMC 0-2)+8ⓘ
Fast mana10
Mana rocks7
Other acceleration3
Treasure generators2
Tutors1
Draw engines2
Cantrips & burst draw10
Wheels1
Counterspells4
Spot removal3
Board wipes1
Protection2
Mana Acceleration (21 sources)+11ⓘ
Two-Color Powerhouse Lands (1)+1ⓘ
Fetchlands4
Dual & shock lands3
Premium utility lands4
Utility lands3
Taplands3
Combat Damage Synergy: token swarm strategy, 2 evasion enablers, aristocrats engine+25ⓘ
Synergy pieces6
Combat threats2
Sacrifice outlets1
Drain effects2
Other3
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 6.1 → Bracket 3
Speed90Mana base88Consistency85
1.6 above Bracket 2 ceiling (4.5)
0.4 below Bracket 4 threshold (6.5)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 2
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes5 total
Token Strategy10 cards
10 token producers. Go-wide strategies can overwhelm opponents with numbers.
Tokens (Commander)1 cards
Commander generates or synergizes with creature tokens.
Spellslinger7 cards
7 instant/sorcery synergies. Storm and copy effects can chain into explosive turns.
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.