Commander
6.2±0.2
Tuned casual
Well-tuned synergy shell with consistent lines and solid fundamentals.
Primary win line:Go-wide combat finish
High confidence(442 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Fast mana2
+7
Mana dorks17
Land ramp1
Other acceleration1
Tutors7
Draw engines6
Cantrips & burst draw3
Recursion1
Value engines3
Other1
Spot removal5
Graveyard hate1
Protection4
Two-Color Powerhouse Lands (3)+14ⓘ
Mana Acceleration (22 sources)+12ⓘ
Fetchlands5
+8
+8
+8
+8
+5
Dual & shock lands4
+6
+5
+4
+4
Premium utility lands3
+6
+5
+5
Utility lands4
+2
+2
+2
+2
Taplands1
+2
Basic lands2
+10
+5
Combat Damage Synergy: token swarm strategy, 7 tribal lords, 2 haste enablers, 3 evasion enablers+25ⓘ
Commander Synergy (4 groups)+22ⓘ
Synergy pieces13
Win conditions2
Combat threats10
Sacrifice outlets1
Drain effects1
Reanimation1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 6.2 → Bracket 3
Threats95Mana base92Speed86
1.2 above Bracket 2 ceiling (5)
0.8 below Bracket 4 threshold (7)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
Elf Tribal37 cards
37 elf creatures detected. Tribal synergies can create powerful board states.
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Go-Wide / Weenies20 cards
20 low-cost creatures. Swarm the board and pump for lethal attacks.
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Druid Tribal16 cards
16 druid creatures detected. Tribal synergies can create powerful board states.
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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.