Commander
5.6±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(396 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana1
Mana rocks1
Other acceleration7
Treasure generators2
Low Land Count (30/31)+-3ⓘ
Tutors9
Draw engines7
Cantrips & burst draw2
Recursion1
Value engines2
Counterspells5
Spot removal6
Low Land Count (30/31)+-3ⓘ
Fetchlands5
Dual & shock lands8
Premium utility lands5
Utility lands10
Basic lands1
Plains+1
Combat Damage Synergy: 2 extra combats, 1 haste enabler, 1 evasion enabler, aristocrats engine, 3 damage multipliers+25ⓘ
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
Mana base92Consistency86Interaction84
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
Themes6 total
Voltron25 cards
25 equipment/auras. Stack these on your commander for one-shot commander damage kills.
Storm11 cards
11 storm synergies. Chain spells for exponential value.
Artifacts Matter10 cards
10 artifact synergy cards. Deck is built to leverage artifacts beyond just utility.
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.