Commander
6.8±0.3
Deck With a Plan
Cohesive strategy with synergistic card selection. At least one reliable path to close games.
High confidence(494 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Commander Synergy (1 groups)+9ⓘ
Fast mana3
Mana rocks1
Mana dorks2
Land ramp4
Other acceleration3
Tutors8
Draw engines4
Cantrips & burst draw2
Wheels1
Recursion1
Value engines3
Spot removal2
Graveyard hate1
Board wipes3
Stax & hate2
Protection2
Mana Acceleration (13 sources)+3ⓘ
Fetchlands8
Dual & shock lands11
Premium utility lands9
Utility lands4
Combat Damage Synergy: 3 haste enablers, 2 evasion enablers, 2 damage multipliers+20ⓘ
Commander Synergy (2 groups)+18ⓘ
Combo pieces1
Synergy pieces1
Win conditions2
Combat threats7
Reanimation2
Bracket
4
Bracket 4Optimized
High power, built to win. Unlimited Game Changers, efficient combos expected.
Breakdown
Learn more →✓
Power level 6.8 → Bracket 4
Mana base98Consistency93Threats80
0.3 above Bracket 3 ceiling (6.5)
1.7 below Bracket 5 threshold (8.5)
Game Changers are present, but your power level already places this deck in Bracket 4.
✓
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes4 total
Go-Wide / Weenies12 cards
12 low-cost creatures. Swarm the board and pump for lethal attacks.
Stompy / Big Mana6 cards
6 high-impact creatures. Ramp into massive threats that dominate the board.
Cycling5 cards
5 cycling cards. Smooth draws while triggering cycling payoffs.
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.