Commander
5.0±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(342 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Efficient Curve (59% CMC 0-2)+8ⓘ
Fast mana1
Mana dorks7
Land ramp4
Other acceleration1
Tutors1
Draw engines4
Cantrips & burst draw4
Recursion2
Value engines6
Counterspells5
Spot removal5
Graveyard hate2
Mana Acceleration (14 sources)+4ⓘ
Two-Color Powerhouse Lands (1)+3ⓘ
Fetchlands3
Dual & shock lands3
Premium utility lands3
Utility lands5
Taplands1
Combat Damage Synergy: token swarm strategy, 1 token doubler, 3 tribal lords, 1 haste enabler, 1 evasion enabler+25ⓘ
Commander Synergy (1 groups)+6ⓘ
Synergy pieces1
Win conditions1
Combat threats3
Token generators2
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.0 → Bracket 3
Interaction85Mana base83Speed63
0.5 above Bracket 2 ceiling (4.5)
1.5 below Bracket 4 threshold (6.5)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes7 total
Go-Wide / Weenies16 cards
16 low-cost creatures. Swarm the board and pump for lethal attacks.
Elf Tribal14 cards
14 elf creatures detected. Tribal synergies can create powerful board states.
+1/+1 Counters13 cards
13 counter synergies. Grow your creatures over time for massive threats.
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.