Commander
5.2±0.6
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
Medium confidence(358 pts)
Estimated win turn
T8best
T9typical
T12+contested
Vector breakdown
Fast mana3
Mana rocks2
Land ramp1
Treasure generators1
Draw engines2
Cantrips & burst draw6
Recursion5
Value engines5
Counterspells3
Spot removal12
Board wipes1
Protection5
Two-Color Powerhouse Lands (7)+20ⓘ
Fetchlands1
Dual & shock lands4
Premium utility lands3
Utility lands14
Taplands6
Combat Damage Synergy: 1 evasion enabler+3ⓘ
Synergy pieces4
Combat threats6
Reanimation2
Clone effects1
Damage multipliers1
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 5.2 → Bracket 3
Mana base90Interaction88Consistency66
0.7 above Bracket 2 ceiling (4.5)
1.3 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
Themes3 total
Unblockable / Evasion9 cards
9 evasion cards. Creatures that can't be blocked deal guaranteed damage.
Clones6 cards
6 clone effects. Copy the best threats on the battlefield.
Voltron (Commander)7 cards
This deck is built around equipping or enchanting the commander for commander damage.
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.