Commander
6.2±0.3
Deck With a Plan
Cohesive strategy with synergistic card selection. At least one reliable path to close games.
Primary win line:Go-wide combat finish
High confidence(437 pts)
Estimated win turn
T4best
T5typical
T6+contested
Vector breakdown
Fast mana2
Mana dorks12
Treasure generators4
Tutors2
Draw engines10
Cantrips & burst draw2
Value engines4
Spot removal5
Graveyard hate1
Stax & hate3
Mana Acceleration (15 sources)+5ⓘ
Fetchlands10
Dual & shock lands6
Premium utility lands4
Utility lands2
Taplands3
Combat Damage Synergy: token swarm strategy, 3 extra combats, 3 haste enablers, 7 evasion enablers, aristocrats engine, 4 damage multipliers+25ⓘ
Synergy pieces3
Win conditions5
Combat threats17
Token generators1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 6.2 → Bracket 3
Mana base96Threats85Consistency74
1.7 above Bracket 2 ceiling (4.5)
0.3 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
Themes10 total
Go-Wide / Weenies23 cards
23 low-cost creatures. Swarm the board and pump for lethal attacks.
Aggro20 cards
20 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
Legends Matter16 cards
16 legendary synergies. Your legends grow stronger together.
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.