Commander
5.2±0.3
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
High confidence358 pts
Estimated win turn
T6best
T7typical
T10+contested
Vector breakdown
Efficient Curve (52% CMC 0-2)+8ⓘ
Fast mana4
+7
Mana rocks6
Mana dorks1
Treasure generators2
Other1
Tutors2
Draw engines10
Cantrips & burst draw2
Recursion2
+3
Value engines5
Other2
Counterspells4
Spot removal10
+4
Stax & hate1
Edict effects1
Protection4
Two-Color Powerhouse Lands (4)+16ⓘ
Mana Acceleration (11 sources)+1ⓘ
Fetchlands8
+8
+8
+8
+8
+8
+8
+8
+7
Dual & shock lands4
+6
+5
+5
+4
Premium utility lands4
+5
+5
+5
+4
Utility lands9
+2
+2
+2
+2
+2
+2
+2
Taplands1
+2
Basic lands2
+2
+9
Combat Damage Synergy: token package, 2 evasion enablers, aristocrats engine+21ⓘ
Commander Synergy (1 groups)+2ⓘ
Synergy pieces11
Win conditions3
Combat threats7
Drain effects1
Reanimation5
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.2 → Bracket 3
Mana base95Threats84Speed76
0.2 above Bracket 2 ceiling (5)
1.8 below Bracket 4 threshold (7)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes7 total
Aristocrats10 cards
10 sacrifice/death synergies. Drains opponents while generating value from deaths.
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Aggro17 cards
17 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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Go-Wide / Weenies14 cards
14 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.