Commander
5.7±0.5
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
Primary win line:Deterministic combo lines—,
Medium confidence(357 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Mana rocks8
Land ramp1
Treasure generators1
Commander Synergy (1 groups)+1ⓘ
Draw engines5
Cantrips & burst draw4
Scry & Surveil1
Recursion2
Value engines2
Other1
Counterspells5
Spot removal7
Artifact/enchantment removal1
Graveyard hate1
Board wipes5
Stax & hate1
Protection1
Fetchlands1
+8
Dual & shock lands4
+4
+4
+4
+4
Utility lands3
+2
+2
+2
Taplands2
+2
+2
Basic lands3
+6
+13
+9
5 Combo Families (5 lines, Consistency: 38%)+31ⓘ
Combat Damage Synergy: 1 haste enabler+2ⓘ
Commander Synergy (1 groups)+1ⓘ
Combo pieces6
Synergy pieces3
Win conditions1
Combat threats4
Drain effects1
Reanimation2
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.7 → Bracket 3
Interaction89Threats87Mana base62
0.7 above Bracket 2 ceiling (5)
1.3 below Bracket 4 threshold (7)
2-card combo are present, but your power level already places this deck in Bracket 3.
✓2-card combo
✕Game changers — none
✕Mass land denial — none
✕Extra turns — none
Themes2 total
+1/+1 Counters15 cards
15 counter synergies. Grow your creatures over time for massive threats.
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Aristocrats (Commander)18 cards
This deck generates value from sacrificing and recurring creatures.
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