Commander
5.4±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(375 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Fast mana3
Mana dorks12
Land ramp1
Tutors14
Draw engines4
Cantrips & burst draw2
Recursion2
Value engines2
Spot removal6
Stax & hate1
Protection2
Mono-Color Powerhouse Lands (7)+25ⓘ
Mana Acceleration (17 sources)+7ⓘ
Premium utility lands1
Utility lands6
Taplands1
Basic lands1
Forest+23
Combat Damage Synergy: token swarm strategy, 6 tribal lords, 4 haste enablers, 3 evasion enablers+25ⓘ
Synergy pieces5
Win conditions2
Combat threats6
Token generators1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.4 → Bracket 3
Consistency92Threats84Speed82
0.9 above Bracket 2 ceiling (4.5)
1.1 below Bracket 4 threshold (6.5)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Elf Tribal40 cards
40 elf creatures detected. Tribal synergies can create powerful board states.
Go-Wide / Weenies26 cards
26 low-cost creatures. Swarm the board and pump for lethal attacks.
Druid Tribal16 cards
16 druid creatures detected. Tribal synergies can create powerful board states.
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.