Commander
5.3±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
High confidence(364 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Efficient Curve (53% CMC 0-2)+8ⓘ
Fast mana2
Mana dorks4
Land ramp4
Other acceleration1
Treasure generators1
Commander Synergy (2 groups)+13ⓘ
Tutors4
Draw engines10
Cantrips & burst draw3
Scry & Surveil1
Recursion4
Spot removal9
Graveyard hate1
Board wipes1
Stax & hate1
Protection3
Two-Color Mana Base (no fixing needed)+9ⓘ
Two-Color Powerhouse Lands (2)+6ⓘ
Mana Acceleration (11 sources)+1ⓘ
Dual & shock lands2
Premium utility lands1
Utility lands6
Taplands4
Combat Damage Synergy: aristocrats engine+8ⓘ
Commander Synergy (1 groups)+5ⓘ
Synergy pieces12
Win conditions1
Sacrifice outlets5
Drain effects1
Reanimation1
Other1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.3 → Bracket 3
Consistency83Threats83Mana base75
0.8 above Bracket 2 ceiling (4.5)
1.2 below Bracket 4 threshold (6.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes7 total
Aristocrats24 cards
24 sacrifice/death synergies. Drains opponents while generating value from deaths.
Go-Wide / Weenies18 cards
18 low-cost creatures. Swarm the board and pump for lethal attacks.
Blink/Flicker7 cards
7 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
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.