Commander
6.3±0.5
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
Medium confidence(451 pts)
Estimated win turn
T8best
T9typical
T12+contested
Vector breakdown
Heavy Curve (41% CMC 5+)+-10ⓘ
Mana rocks2
Land ramp2
Other acceleration3
Treasure generators5
Low Land Count (27/32)+-13ⓘ
Tutors4
Draw engines9
Cantrips & burst draw3
Wheels1
Recursion1
Counterspells1
Spot removal9
Board wipes9
Stax & hate6
Protection1
Two-Color Mana Base (no fixing needed)+38ⓘ
Low Land Count (27/32)+-13ⓘ
Premium utility lands2
Utility lands5
Taplands9
Tempo Control (lockout lethality)+13ⓘ
2 extra turn effects+10ⓘ
Combat Damage Synergy: 2 haste enablers, 1 evasion enabler+7ⓘ
Combo pieces1
Synergy pieces3
Win conditions4
Drain effects2
Token generators7
Extra turns1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 6.3 → Bracket 3
Interaction92Consistency87Threats87
1.8 above Bracket 2 ceiling (4.5)
0.2 below Bracket 4 threshold (6.5)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 1
✓
Extra turns (2)
✕Mass land denial — none
✕2-card combo — none
Themes10 total
Chaos18 cards
18 chaos effects. Embrace randomness with coin flips and dice rolls.
Token Strategy15 cards
15 token producers. Go-wide strategies can overwhelm opponents with numbers.
Burn10 cards
10 damage dealers. Burn opponents down with direct damage.
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.