Commander
No commander provided6.2±0.3
Tuned casual
Well-tuned synergy shell with consistent lines and solid fundamentals.
High confidence435 pts
Estimated win turn
T6best
T7typical
T10+contested
Vector breakdown
Fast mana4
Mana rocks2
Mana dorks6
Land ramp6
Other acceleration2
Treasure generators1
Minor treasure1
Tutors7
Draw engines7
Scry & Surveil1
Recursion4
Value engines5
Counterspells2
Spot removal6
Graveyard hate1
Board wipes4
Stax & hate3
Protection5
Mana Acceleration (20 sources)+8ⓘ
Fetchlands3
+7
+5
+5
Dual & shock lands5
+6
+6
+4
+4
+4
Premium utility lands1
+5
Utility lands8
+2
+2
+2
+2
+2
+2
+2
+2
Taplands5
+2
+2
+2
+2
+2
Basic lands3
+4
+3
+7
Combat Damage Synergy+17ⓘ
Synergy pieces14
Win conditions1
Combat threats1
Sacrifice outlets1
Drain effects2
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Power level 6.2+Game Changers 3→ Bracket 3
1.2 above Bracket 2 ceiling (5)
0.8 below Bracket 4 threshold (7)
Markers
Learn more →✓
Game changers 3
Minimum Bracket 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes5 total
Token Strategy13 cards
13 token producers. Go-wide strategies can overwhelm opponents with numbers.
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Enchantress12 cards
12 enchantment synergy cards. The deck rewards casting enchantments.
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Go-Wide / Weenies12 cards
12 low-cost creatures. Swarm the board and pump for lethal attacks.
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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.