Commander
5.5±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
Primary win line:Go-wide combat finish
High confidence(387 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana4
Mana rocks1
Land ramp9
Other acceleration1
Treasure generators5
Tutors2
Draw engines8
Cantrips & burst draw8
Recursion1
Counterspells2
Spot removal3
Board wipes2
Stax & hate1
Protection2
Mana Acceleration (15 sources)+5ⓘ
Two-Color Powerhouse Lands (1)+2ⓘ
Fetchlands1
Dual & shock lands6
Premium utility lands1
Utility lands6
Taplands7
Combat Damage Synergy: token swarm strategy, 5 haste enablers, 1 evasion enabler, aristocrats engine+25ⓘ
Synergy pieces4
Win conditions4
Combat threats2
Sacrifice outlets1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.5 → Bracket 3
Consistency89Speed84Mana base83
1.0 above Bracket 2 ceiling (4.5)
1.0 below Bracket 4 threshold (6.5)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Impulse Draw18 cards
18 impulse draw effects. Exile and play cards from the top of your library.
Stompy / Big Mana10 cards
10 high-impact creatures. Ramp into massive threats that dominate the board.
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.