Commander
No commander provided6.7±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(479 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Efficient Curve (63% CMC 0-2)+8ⓘ
Mana rocks1
Mana dorks8
Land ramp2
Other acceleration1
Treasure generators4
Draw engines5
Cantrips & burst draw2
Recursion5
Value engines2
Spot removal9
Graveyard hate5
Land destruction1
Stax & hate2
Protection2
Mana Acceleration (12 sources)+2ⓘ
Fetchlands10
Dual & shock lands9
Utility lands7
Taplands5
Combat Damage Synergy: 2 haste enablers, 1 evasion enabler, aristocrats engine, 1 damage multiplier+19ⓘ
Combat threats3
Sacrifice outlets4
Drain effects1
Token generators3
Reanimation3
Other2
Bracket
4
Bracket 4Optimized
High power, built to win. Unlimited Game Changers, efficient combos expected.
Breakdown
Learn more →✓
Power level 6.7 → Bracket 4
Mana base96Interaction83Speed81
0.2 above Bracket 3 ceiling (6.5)
1.8 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
Themes10 total
Go-Wide / Weenies20 cards
20 low-cost creatures. Swarm the board and pump for lethal attacks.
Token Strategy11 cards
11 token producers. Go-wide strategies can overwhelm opponents with numbers.
Blink/Flicker11 cards
11 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
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.