Commander
5.6±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
Primary win line:Go-wide combat finish
High confidence(396 pts)
Estimated win turn
T4best
T5typical
T6+contested
Vector breakdown
Efficient Curve (52% CMC 0-2)+8ⓘ
Fast mana1
Mana rocks2
Mana dorks4
Land ramp7
Commander Draw Engine (Baylen, the Haymaker provides card draw)+10ⓘ
Tutors3
Draw engines6
Cantrips & burst draw1
Recursion1
Value engines2
Spot removal7
Graveyard hate1
Board wipes3
Protection3
Mana Acceleration (14 sources)+4ⓘ
Fetchlands1
Dual & shock lands3
Premium utility lands2
Utility lands3
Taplands3
Combat Damage Synergy: token swarm strategy, 1 haste enabler, 2 evasion enablers, aristocrats engine+25ⓘ
Commander Synergy (1 groups)+4ⓘ
Synergy pieces6
Combat threats2
Drain effects1
Token generators13
Other1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.6 → Bracket 3
Threats92Speed73Consistency72
1.1 above Bracket 2 ceiling (4.5)
0.9 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
Themes4 total
Token Strategy22 cards
22 token producers. Go-wide strategies can overwhelm opponents with numbers.
Blink/Flicker8 cards
8 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
+1/+1 Counters6 cards
6 counter synergies. Grow your creatures over time for massive threats.
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.