Commander
5.4±0.4
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
High confidence(379 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Efficient Curve (62% CMC 0-2)+8ⓘ
Fast mana2
Mana rocks3
Land ramp3
Other acceleration4
Tutors10
Draw engines6
Cantrips & burst draw4
Recursion4
Value engines4
Spot removal4
Graveyard hate1
Board wipes1
Stax & hate4
Mono-Color Powerhouse Lands (3)+14ⓘ
Mono-Color Mana Base (no fixing needed)+7ⓘ
Mana Acceleration (13 sources)+3ⓘ
Utility lands10
Basic lands1
Plains+24
Combat Damage Synergy: 1 haste enabler+2ⓘ
Synergy pieces8
Drain effects1
Token generators1
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 5.4 → Bracket 3
Consistency91Interaction89Mana base70
0.9 above Bracket 2 ceiling (4.5)
1.1 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
Themes6 total
Voltron20 cards
20 equipment/auras. Stack these on your commander for one-shot commander damage kills.
Go-Wide / Weenies14 cards
14 low-cost creatures. Swarm the board and pump for lethal attacks.
Human Tribal12 cards
12 human creatures detected. Tribal synergies can create powerful board states.
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.