Commander
5.8±0.3
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
Primary win line:Go-wide combat finish
High confidence(409 pts)
Estimated win turn
T6best
T7typical
T10+contested
Vector breakdown
Fast mana1
Mana rocks7
Other acceleration5
Treasure generators2
Commander Synergy (1 groups)+3ⓘ
Tutors1
Draw engines9
Cantrips & burst draw1
Recursion4
+1
Value engines5
Spot removal8
Artifact/enchantment removal1
Graveyard hate1
Board wipes3
Stax & hate9
Edict effects1
Protection5
Mana Acceleration (13 sources)+3ⓘ
Fetchlands1
+8
Dual & shock lands6
+5
+5
+5
+4
+4
+4
Premium utility lands3
+5
+5
+4
Utility lands10
+3
+2
+2
+2
+2
+2
+2
+2
+2
+2
Taplands6
+2
+2
+2
+2
+2
+2
Basic lands3
+1
+7
+1
Combat Damage Synergy: token swarm strategy, 2 evasion enablers, 1 damage multiplier+25ⓘ
Commander Synergy (1 groups)+12ⓘ
Synergy pieces10
Win conditions2
Combat threats4
Drain effects1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.8 → Bracket 3
Interaction85Mana base85Threats83
0.8 above Bracket 2 ceiling (5)
1.2 below Bracket 4 threshold (7)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes2 total
Enchantress13 cards
13 enchantment synergy cards. Deck rewards you for casting enchantments.
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Token Strategy12 cards
12 token producers. Go-wide strategies can overwhelm opponents with numbers.
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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.