Commander
6.1±0.3
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
High confidence(430 pts)
Estimated win turn
T6best
T7typical
T10+contested
Vector breakdown
Efficient Curve (55% CMC 0-2)+8ⓘ
Fast mana1
Mana rocks5
Other acceleration1
Treasure generators2
Tutors1
Draw engines16
Cantrips & burst draw4
Recursion7
Value engines1
Counterspells6
Spot removal7
Graveyard hate1
Board wipes1
Stax & hate2
Protection2
Fetchlands1
Dual & shock lands9
Premium utility lands3
Utility lands5
Taplands2
Combat Damage Synergy: token package, 1 evasion enabler, aristocrats engine, 1 damage multiplier+20ⓘ
Synergy pieces19
Combat threats2
Drain effects1
Token generators2
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 6.1 → Bracket 3
Consistency88Threats87Interaction85
1.6 above Bracket 2 ceiling (4.5)
0.4 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
Themes10 total
Go-Wide / Weenies15 cards
15 low-cost creatures. Swarm the board and pump for lethal attacks.
Reanimator11 cards
11 reanimation effects. Cheat big creatures into play from the graveyard.
Stompy / Big Mana11 cards
11 high-impact creatures. Ramp into massive threats that dominate the board.
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.