Commander
6.2±0.5
Deck With a Plan
Cohesive strategy with synergistic card selection. At least one reliable path to close games.
Primary win line:Go-wide combat finish
Medium confidence(439 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana1
Mana rocks4
Mana dorks1
Land ramp4
Treasure generators2
Commander Draw Engine (Heroes in a Half Shell provides card draw)+16ⓘ
Draw engines4
Value engines5
Counterspells1
Spot removal4
Board wipes2
Stax & hate1
Protection2
Combat Damage Synergy: token swarm strategy, 2 token doublers, 1 extra combat, 1 haste enabler, 2 evasion enablers, aristocrats engine, 2 damage multipliers+25ⓘ
Combo pieces1
Synergy pieces3
Combat threats1
Token generators1
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 6.2 → Bracket 3
Mana base99Interaction63Speed56
1.7 above Bracket 2 ceiling (4.5)
0.3 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
Themes10 total
Ninjutsu27 cards
27 ninja synergies. Sneak ninjas into combat for devastating triggers.
Legends Matter25 cards
25 legendary synergies. Your legends grow stronger together.
Ninja Tribal24 cards
24 ninja 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.