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:Go-wide combat finish
High confidence(422 pts)
Estimated win turn
T7best
T8typical
T11+contested
Vector breakdown
Fast mana2
Mana rocks8
Other acceleration1
Tutors4
Draw engines10
Cantrips & burst draw13
Counterspells3
Spot removal6
Board wipes6
Stax & hate2
Protection2
Mana Acceleration (12 sources)+2ⓘ
Fetchlands3
Dual & shock lands9
Premium utility lands2
Utility lands8
Combat Damage Synergy: token package, 2 token doublers, 1 evasion enabler, aristocrats engine+24ⓘ
Tempo Control (lockout lethality)+14.2ⓘ
1 extra turn effect+5ⓘ
Synergy pieces7
Drain effects1
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 6.0 → Bracket 3
Consistency92Mana base89Interaction84
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 3
✓
Extra turns (1)
✕Mass land denial — none
✕2-card combo — none
Themes9 total
Proliferate13 cards
13 proliferate effects. Multiply all your counters at once.
Superfriends11 cards
11 planeswalker synergies. Build a team of planeswalkers for overwhelming value.
Tokens (Commander)1 cards
Commander generates or synergizes with creature tokens.
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.