Commander
5.5±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(380 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Commander Synergy (2 groups)+15ⓘ
Efficient Curve (51% CMC 0-2)+8ⓘ
Heavy Curve (27% CMC 5+)+-10ⓘ
Fast mana2
Mana rocks8
Mana dorks7
Land ramp3
Other acceleration2
Tutors3
Draw engines8
Cantrips & burst draw4
Value engines3
Counterspells5
Spot removal5
Stax & hate2
Protection2
Mana Acceleration (22 sources)+12ⓘ
Two-Color Mana Base (no fixing needed)+10ⓘ
Premium utility lands3
Utility lands2
Combat Damage Synergy: token swarm strategy, 1 token doubler, 3 haste enablers, 2 evasion enablers, aristocrats engine+25ⓘ
Combo Commander: Kinnan, Bonder Prodigy+15ⓘ
Synergy pieces2
Win conditions4
Combat threats2
Token generators2
Other2
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.5 → Bracket 3
Speed87Threats82Consistency80
1.0 above Bracket 2 ceiling (4.5)
1.0 below Bracket 4 threshold (6.5)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 2
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes9 total
Stompy / Big Mana14 cards
14 high-impact creatures. Ramp into massive threats that dominate the board.
Go-Wide / Weenies12 cards
12 low-cost creatures. Swarm the board and pump for lethal attacks.
Druid Tribal9 cards
9 druid creatures detected. Tribal synergies can create powerful board states.
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.