Commander
5.6±0.2
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
High confidence396 pts
Estimated win turn
T7best
T9typical
T12+contested
Vector breakdown
Fast mana1
Mana rocks1
Mana dorks6
Land ramp10
Other acceleration4
Tutors1
Draw engines6
Cantrips & burst draw1
Recursion1
Value engines8
Artifact/enchantment removal1
Spot removal5
Board wipes1
Stax & hate2
Protection9
Mana Acceleration+10ⓘ
Two-Color Powerhouse Lands+8ⓘ
Fetchlands1
Dual & shock lands2
Premium utility lands3
Utility lands6
Taplands2
Basic lands1
Combat Damage Synergy+25ⓘ
Commander Synergy+1ⓘ
Synergy pieces9
Win conditions2
Combat threats6
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 5.6+Game Changers 1→ Bracket 3
0.6 above Bracket 2 ceiling (5)
1.4 below Bracket 4 threshold (7)
Markers
Learn more →✓
Game changers 1
Minimum Bracket 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes5 total
+1/+1 Counters20 cards
20 counter synergies. Grow creatures over time for massive threats.
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Legends Matter11 cards
11 legendary synergies. Legends in the deck grow stronger together.
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Go-Wide / Weenies11 cards
11 low-cost creatures. Swarm the board and pump for lethal attacks.
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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.