Commander
5.1±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(346 pts)
Estimated win turn
T8best
T9typical
T12+contested
Vector breakdown
Mana rocks6
Land ramp2
Treasure generators1
Draw engines3
Cantrips & burst draw7
Value engines2
Counterspells10
Spot removal8
Board wipes3
Stax & hate3
Protection2
Fetchlands1
Dual & shock lands3
Premium utility lands3
Utility lands8
Taplands9
Combat Damage Synergy: token swarm strategy, 2 evasion enablers+18ⓘ
Tempo Control (lockout lethality)+14.2ⓘ
1 extra turn effect+5ⓘ
Synergy pieces3
Combat threats2
Drain effects1
Other1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.1 → Bracket 3
Interaction90Mana base81Threats74
0.6 above Bracket 2 ceiling (4.5)
1.4 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 (1)
✕Mass land denial — none
✕2-card combo — none
Themes8 total
Counter Control12 cards
12 counterspells. Control the stack and protect your win conditions.
Aggro10 cards
10 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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.