Commander
5.0±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
Primary win line:Commander combat pressure
High confidence(344 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Fast mana1
Mana dorks5
Land ramp2
Other acceleration4
Treasure generators6
Commander Draw Engine (Sergeant John Benton provides card draw)+29ⓘ
Low Land Count (29/30)+-3ⓘ
Tutors1
Draw engines12
Cantrips & burst draw3
Recursion1
Value engines5
Spot removal6
Stax & hate3
Protection8
Other1
Two-Color Powerhouse Lands (3)+8ⓘ
Mana Acceleration (12 sources)+2ⓘ
Low Land Count (29/30)+-3ⓘ
Dual & shock lands4
Premium utility lands2
Utility lands16
Combat Damage Synergy: token swarm strategy, 1 token doubler, 1 haste enabler, 2 evasion enablers, 1 damage multiplier+25ⓘ
Synergy pieces2
Win conditions1
Combat threats4
Token generators4
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.0 → Bracket 3
Consistency87Mana base82Speed76
0.5 above Bracket 2 ceiling (4.5)
1.5 below Bracket 4 threshold (6.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Token Strategy17 cards
17 token producers. Go-wide strategies can overwhelm opponents with numbers.
Voltron10 cards
10 equipment/auras. Stack these on your commander for one-shot commander damage kills.
Legends Matter9 cards
9 legendary synergies. Your legends grow stronger together.
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.