Commander
6.6±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(474 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Commander Synergy (1 groups)+10.5ⓘ
Fast mana1
Mana rocks1
Mana dorks11
Land ramp4
Other acceleration1
Commander Draw Engine (Voja, Jaws of the Conclave provides card draw)+10ⓘ
Draw engines6
Cantrips & burst draw1
Recursion1
Value engines3
Spot removal9
Artifact/enchantment removal1
Graveyard hate1
Land destruction1
Board wipes2
Stax & hate2
Mana Acceleration (19 sources)+9ⓘ
Fetchlands4
Dual & shock lands8
Premium utility lands3
Utility lands10
Taplands6
Combat Damage Synergy: token swarm strategy, 4 tribal lords, 2 haste enablers, 1 evasion enabler, aristocrats engine, 2 damage multipliers+25ⓘ
Commander Synergy (1 groups)+3ⓘ
Synergy pieces1
Win conditions1
Combat threats5
Token generators5
Other1
Bracket
4
Bracket 4Optimized
High power, built to win. Unlimited Game Changers, efficient combos expected.
Breakdown
Learn more →✓
Power level 6.6 → Bracket 4
Mana base94Interaction92Speed86
0.1 above Bracket 3 ceiling (6.5)
1.9 below Bracket 5 threshold (8.5)
Game Changers are present, but your power level already places this deck in Bracket 4.
✓
Game changers 4
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Elf Tribal26 cards
26 elf creatures detected. Tribal synergies can create powerful board states.
Go-Wide / Weenies19 cards
19 low-cost creatures. Swarm the board and pump for lethal attacks.
Druid Tribal14 cards
14 druid 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.