Commander
6.2±0.3
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(435 pts)
Estimated win turn
T4best
T5typical
T6+contested
Vector breakdown
Tight Curve (68% CMC 0-2)+15ⓘ
Fast mana3
Mana rocks1
Mana dorks7
Land ramp2
Other acceleration2
Commander Draw Engine (Ellivere of the Wild Court provides card draw)+18ⓘ
Tutors2
Draw engines4
Cantrips & burst draw3
Value engines3
Spot removal6
Artifact/enchantment removal3
Graveyard hate3
Stax & hate11
Two-Color Powerhouse Lands (5)+14ⓘ
Mana Acceleration (15 sources)+5ⓘ
Fetchlands2
Dual & shock lands2
Premium utility lands3
Utility lands9
Combat Damage Synergy: token swarm strategy, 1 haste enabler, 4 evasion enablers, aristocrats engine, 1 damage multiplier+25ⓘ
Synergy pieces3
Win conditions1
Combat threats1
Drain effects1
Token generators2
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 6.2 → Bracket 3
Interaction96Mana base87Speed85
1.7 above Bracket 2 ceiling (4.5)
0.3 below Bracket 4 threshold (6.5)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Go-Wide / Weenies19 cards
19 low-cost creatures. Swarm the board and pump for lethal attacks.
Stax14 cards
14 stax pieces. Tax and restrict opponents' resources while breaking parity.
Voltron10 cards
10 equipment/auras. Stack these on your commander for one-shot commander damage kills.
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.