Commander
5.7±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(401 pts)
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Heavy Curve (25% CMC 5+)+-10ⓘ
Land ramp2
Treasure generators2
Draw engines3
Cantrips & burst draw1
Recursion1
Counterspells1
Spot removal6
Graveyard hate1
Board wipes1
Stax & hate21
Protection7
Dual & shock lands10
Premium utility lands12
Utility lands2
Combat Damage Synergy: token swarm strategy, 2 extra combats, 1 haste enabler, 1 evasion enabler, 1 damage multiplier+25ⓘ
Synergy pieces5
Win conditions1
Combat threats4
Token generators3
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 5.7 → Bracket 3
Interaction95Mana base95Threats85
1.2 above Bracket 2 ceiling (4.5)
0.8 below Bracket 4 threshold (6.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Forced Combat / Goad47 cards
47 forced combat effects. Make opponents attack each other.
Prison28 cards
28 prison effects. Lock opponents out of the game entirely.
Pillowfort27 cards
27 pillowfort effects. Discourage attacks while building your win condition.
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.