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:Attrition and lockout endgame
High confidence(435 pts)
Estimated win turn
T7best
T8typical
T11+contested
Vector breakdown
Fast mana4
Mana rocks5
Other acceleration4
Low Land Count (24/30)+-15ⓘ
Tutors3
Draw engines5
Cantrips & burst draw2
Wheels4
Recursion2
Value engines8
Counterspells10
Spot removal4
Graveyard hate2
Land destruction1
Board wipes7
Stax & hate7
Protection1
Two-Color Mana Base (no fixing needed)+19ⓘ
Two-Color Powerhouse Lands (5)+14ⓘ
Mana Acceleration (13 sources)+3ⓘ
Low Land Count (24/30)+-15ⓘ
Fetchlands1
Dual & shock lands2
Utility lands11
Taplands2
Tempo Control (lockout lethality)+20ⓘ
Synergy pieces1
Bracket
4
Bracket 4Optimized
High power, built to win. Unlimited Game Changers, efficient combos expected.
Breakdown
Learn more →✓
Power level 6.2 (Bracket 3)+Game Changers→ Bracket 4
Interaction98Consistency83Speed79
✓
Game changers 4
✓
Mass land denial (6)
✕2-card combo — none
✕Extra turns — none
Themes6 total
Group Hug14 cards
14 group hug effects. Help everyone while secretly advancing your plan.
Artifacts Matter9 cards
9 artifact synergy cards. Deck is built to leverage artifacts beyond just utility.
Counter Control8 cards
8 counterspells. Control the stack and protect your win conditions.
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.