Commander
6.0±0.3
Deck With a Plan
Cohesive strategy with synergistic card selection. At least one reliable path to close games.
Primary win line:Commander combat pressure
High confidence(477 pts)
Estimated win turn
T4best
T5typical
T6+contested
Vector breakdown
Fast mana6
Mana dorks7
Land ramp6
Other acceleration3
Treasure generators1
Tutors3
Draw engines7
Cantrips & burst draw5
Scry & Surveil1
Recursion21
Spot removal4
Graveyard hate3
Board wipes1
Stax & hate2
Protection6
Two-Color Powerhouse Lands (8)+20ⓘ
Mana Acceleration (22 sources)+12ⓘ
Fetchlands1
Dual & shock lands5
Premium utility lands1
Utility lands18
+6 more
Taplands11
Combat Damage Synergy: token swarm strategy, 2 token doublers, 2 haste enablers, 2 evasion enablers, aristocrats engine+25ⓘ
Combo pieces1
Synergy pieces11
Win conditions1
Combat threats1
Sacrifice outlets10
Drain effects1
Token generators11
Reanimation7
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 6.0 → Bracket 3
Threats98Consistency93Mana base92
1.5 above Bracket 2 ceiling (4.5)
0.5 below Bracket 4 threshold (6.5)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Graveyard/Reanimator42 cards
42 graveyard synergies. Use your graveyard as a second hand.
Mill37 cards
37 mill effects. Empty opponent libraries or fuel your graveyard.
Aristocrats34 cards
34 sacrifice/death synergies. Drains opponents while generating value from deaths.
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.