Commander
6.1±0.3
Tuned casual
Well-tuned synergy shell with consistent lines and solid fundamentals.
High confidence430 pts
Estimated win turn
T6best
T8typical
T11+contested
Vector breakdown
Tight Curve+15ⓘ
Fast mana2
Mana rocks1
Mana dorks4
Land ramp2
Commander Synergy+1ⓘ
Tutors4
Draw engines2
Cantrips & burst draw4
Recursion1
Value engines9
Control Strategy+30ⓘ
Counterspells2
Spot removal6
Stax & hate1
Protection5
Fetchlands1
Dual & shock lands5
Premium utility lands7
Utility lands2
Taplands1
Basic lands4
Commander Synergy+11ⓘ
Synergy pieces2
Win conditions6
Combat threats9
Sacrifice outlets1
Drain effects2
Bracket
4
Bracket 4Optimized
High power, built to win. Unlimited Game Changers, efficient combos expected.
Power level 6.1 (Bracket 3)+Game Changers 4→ Bracket 4
Markers
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Game changers 4
Minimum Bracket 4
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes7 total
Infect19 cards
19 infect/poison cards. Win with 10 poison counters instead of 40 damage.
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Go-Wide / Weenies16 cards
16 low-cost creatures. Swarm the board and pump for lethal attacks.
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Aggro12 cards
12 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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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.