Commander
5.8±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(410 pts)
Estimated win turn
T3best
T4typical
T5+contested
Vector breakdown
Fast mana3
Mana dorks9
Land ramp4
Other acceleration1
Treasure generators1
Draw engines6
Cantrips & burst draw2
Recursion4
Value engines2
Spot removal3
Protection3
Mono-Color Powerhouse Lands (4)+14ⓘ
Mana Acceleration (17 sources)+7ⓘ
Fetchlands6
Utility lands7
Basic lands1
Forest+30
Combat Damage Synergy: token swarm strategy, 5 tribal lords, 5 haste enablers, 3 evasion enablers+25ⓘ
Synergy pieces8
Win conditions4
Combat threats4
Token generators1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.8 → Bracket 3
Speed89Mana base89Threats88
1.3 above Bracket 2 ceiling (4.5)
0.7 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
Themes9 total
Elf Tribal22 cards
22 elf creatures detected. Tribal synergies can create powerful board states.
Go-Wide / Weenies15 cards
15 low-cost creatures. Swarm the board and pump for lethal attacks.
Druid Tribal10 cards
10 druid creatures detected. Tribal synergies can create powerful board states.
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.