Commander
5.2±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
Primary win line:Commander combat pressure
High confidence(354 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Tight Curve (66% CMC 0-2)+15ⓘ
Fast mana4
Mana dorks1
Other acceleration2
Low Land Count (22/33)+-28ⓘ
Tutors2
Draw engines8
Cantrips & burst draw9
Recursion2
Value engines3
Counterspells4
Spot removal8
Land destruction1
Board wipes1
Stax & hate2
Mono-Color Mana Base (no fixing needed)+42ⓘ
Mono-Color Powerhouse Lands (4)+17ⓘ
Low Land Count (22/33)+-28ⓘ
Utility lands11
Basic lands1
Island+5
Combat Damage Synergy: 1 evasion enabler, aristocrats engine+11ⓘ
2 extra turn effects+10ⓘ
Tempo Control (lockout lethality)+7.6ⓘ
Combo pieces1
Synergy pieces7
Sacrifice outlets1
Extra turns2
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 5.2 → Bracket 3
Interaction88Threats81Consistency74
0.7 above Bracket 2 ceiling (4.5)
1.3 below Bracket 4 threshold (6.5)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 3
✓
Extra turns (2)
✕Mass land denial — none
✕2-card combo — none
Themes9 total
Token Strategy13 cards
13 token producers. Go-wide strategies can overwhelm opponents with numbers.
Voltron12 cards
12 equipment/auras. Stack these on your commander for one-shot commander damage kills.
Tokens (Commander)1 cards
Commander generates or synergizes with creature tokens.
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.