Commander
6.6±0.4
Deck With a Plan
Cohesive strategy with synergistic card selection. At least one reliable path to close games.
Primary win line:Commander combat pressure
High confidence(472 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana2
Mana rocks5
Land ramp1
Other acceleration2
Treasure generators4
Commander Draw Engine (Jin Sakai, Ghost of Tsushima provides card draw)+21ⓘ
Tutors2
Draw engines9
Cantrips & burst draw3
Recursion3
Counterspells4
Spot removal7
Graveyard hate1
Stax & hate1
Mana Acceleration (11 sources)+1ⓘ
Fetchlands3
Dual & shock lands11
Premium utility lands1
Utility lands6
Taplands2
Combat Damage Synergy: 1 extra combat, 1 evasion enabler, aristocrats engine, 2 damage multipliers+25ⓘ
Synergy pieces7
Win conditions1
Combat threats2
Reanimation2
Clone 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 6.6 → Bracket 3
Consistency92Interaction89Mana base89
-0.1 below Bracket 4 threshold (6.5)
✓
Game changers 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Aggro21 cards
21 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
Voltron13 cards
13 equipment/auras. Stack these on your commander for one-shot commander damage kills.
Human Tribal11 cards
11 human 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.