Commander
5.1±0.3
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
High confidence351 pts
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana4
+10
Mana rocks2
Mana dorks1
Land ramp6
Other acceleration4
Other4
Commander Draw Engine (Tovolar, Dire Overlord provides card draw)+18ⓘ
Tutors1
Draw engines8
Cantrips & burst draw2
Value engines5
Counterspells1
Spot removal5
Graveyard hate1
Stax & hate1
Protection3
Two-Color Powerhouse Lands (1)+8ⓘ
Mana Acceleration (17 sources)+7ⓘ
Dual & shock lands4
+6
+5
+4
+4
Utility lands6
+2
+2
+2
+2
+2
Taplands4
+2
Basic lands2
+11
+15
Combat Damage Synergy: token swarm strategy, 2 haste enablers, 4 evasion enablers, aristocrats engine, 1 damage multiplier+25ⓘ
Commander Synergy (1 groups)+2ⓘ
Synergy pieces16
Combat threats7
Sacrifice outlets1
Token generators2
Other2
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.1 → Bracket 3
Threats89Consistency82Mana base80
0.1 above Bracket 2 ceiling (5)
1.9 below Bracket 4 threshold (7)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 2
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes5 total
Human Tribal24 cards
24 human creatures detected. Tribal synergies can create powerful board states.
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Aggro16 cards
16 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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Go-Wide / Weenies13 cards
13 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.