Commander
5.2±0.3
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
Primary win line:Commander combat pressure
High confidence(361 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Commander Synergy (1 groups)+5ⓘ
Fast mana1
Mana rocks3
Mana dorks1
Land ramp4
Other acceleration4
Other1
Commander Draw Engine (Kenrith, the Returned King provides card draw)+10ⓘ
Tutors1
Draw engines9
Cantrips & burst draw6
Recursion1
Value engines5
Other1
Spot removal9
Graveyard hate2
Stax & hate4
Protection5
Mana Acceleration (14 sources)+4ⓘ
Fetchlands6
Dual & shock lands9
Premium utility lands2
Utility lands8
Taplands3
Combat Damage Synergy: token swarm strategy, 1 token doubler, aristocrats engine, 1 damage multiplier+25ⓘ
Combo Commander: Kenrith, the Returned King+15ⓘ
Synergy pieces11
Win conditions2
Combat threats8
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 base93Threats90Interaction67
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
Themes6 total
Human Tribal19 cards
19 human creatures detected. Tribal synergies can create powerful board states.
Legends Matter11 cards
11 legendary synergies. Your legends grow stronger together.
Go-Wide / Weenies10 cards
10 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.