Commander
5.9±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
Primary win line:Go-wide combat finish
High confidence(418 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Fast mana2
Mana dorks3
Land ramp9
Other acceleration4
Tutors3
Draw engines11
Cantrips & burst draw5
Recursion3
Value engines3
Other2
Spot removal9
Land destruction1
Board wipes1
Stax & hate1
Protection5
Two-Color Powerhouse Lands (4)+15ⓘ
Mana Acceleration (18 sources)+8ⓘ
Fetchlands1
Dual & shock lands4
Premium utility lands2
Utility lands11
Taplands7
Combat Damage Synergy: token swarm strategy, 2 haste enablers, 2 evasion enablers, aristocrats engine+25ⓘ
Synergy pieces4
Win conditions3
Token generators3
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.9 → Bracket 3
Mana base89Consistency85Speed82
1.4 above Bracket 2 ceiling (4.5)
0.6 below Bracket 4 threshold (6.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Enchantress18 cards
18 enchantment synergy cards. Deck rewards you for casting enchantments.
Go-Wide / Weenies16 cards
16 low-cost creatures. Swarm the board and pump for lethal attacks.
Sagas14 cards
14 sagas. Multi-chapter enchantments for incremental value.
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.