Commander
6.0±0.3
Deck With a Plan
Cohesive strategy with synergistic card selection. At least one reliable path to close games.
Primary win line:Commander combat pressure
High confidence(421 pts)
Estimated win turn
T4best
T5typical
T6+contested
Vector breakdown
Fast mana1
Mana dorks13
Land ramp4
Other acceleration1
Treasure generators1
Tutors4
Draw engines6
Cantrips & burst draw2
Recursion1
Spot removal4
Board wipes2
Mana Acceleration (19 sources)+9ⓘ
Fetchlands1
Dual & shock lands3
Premium utility lands3
Utility lands6
Taplands3
Combat Damage Synergy: token swarm strategy, 8 tribal lords, 1 haste enabler, 3 evasion enablers+25ⓘ
Commander Synergy (2 groups)+18ⓘ
Synergy pieces8
Win conditions3
Combat threats5
Sacrifice outlets1
Drain effects1
Reanimation3
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 6.0 → Bracket 3
Threats94Speed84Mana base82
1.5 above Bracket 2 ceiling (4.5)
0.5 below Bracket 4 threshold (6.5)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Elf Tribal47 cards
47 elf creatures detected. Tribal synergies can create powerful board states.
Go-Wide / Weenies20 cards
20 low-cost creatures. Swarm the board and pump for lethal attacks.
Druid Tribal17 cards
17 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.