Commander
No commander provided6.2±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(436 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Fast mana2
Mana rocks1
Mana dorks6
Land ramp5
Other acceleration4
Tutors4
Draw engines9
Cantrips & burst draw1
Recursion5
Spot removal4
Artifact/enchantment removal1
Board wipes2
Stax & hate2
Protection4
Mana Acceleration (18 sources)+8ⓘ
Fetchlands3
Dual & shock lands10
Premium utility lands3
Utility lands10
Taplands5
Combat Damage Synergy: token swarm strategy, 3 token doublers, 1 haste enabler, 2 evasion enablers+25ⓘ
Synergy pieces4
Win conditions2
Combat threats1
Sacrifice outlets1
Token generators8
Reanimation2
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 base93Speed85Consistency85
1.7 above Bracket 2 ceiling (4.5)
0.3 below Bracket 4 threshold (6.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes9 total
Enchantress26 cards
26 enchantment synergy cards. Deck rewards you for casting enchantments.
Token Strategy15 cards
15 token producers. Go-wide strategies can overwhelm opponents with numbers.
Go-Wide / Weenies14 cards
14 low-cost creatures. Swarm the board and pump for lethal attacks.
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.