Commander
5.4±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(377 pts)
Estimated win turn
T6best
T7typical
T10+contested
Vector breakdown
Fast mana1
Mana rocks2
Mana dorks4
Land ramp9
Other acceleration4
Tutors2
Draw engines6
Cantrips & burst draw2
Recursion2
Value engines5
Spot removal7
Board wipes1
Protection5
Mana Acceleration (20 sources)+10ⓘ
Fetchlands1
Dual & shock lands2
Premium utility lands2
Utility lands8
Combat Damage Synergy: token swarm strategy, 2 haste enablers, 3 evasion enablers+25ⓘ
Synergy pieces1
Win conditions2
Token generators6
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.4 → Bracket 3
Speed87Interaction82Mana base81
0.9 above Bracket 2 ceiling (4.5)
1.1 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
Enchantress17 cards
17 enchantment synergy cards. Deck rewards you for casting enchantments.
Go-Wide / Weenies12 cards
12 low-cost creatures. Swarm the board and pump for lethal attacks.
Token Strategy10 cards
10 token producers. Go-wide strategies can overwhelm opponents with numbers.
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.