Commander
6.2±0.2
Tuned casual
Well-tuned synergy shell with consistent lines and solid fundamentals.
High confidence436 pts
Estimated win turn
T6best
T7typical
T10+contested
Vector breakdown
Tight Curve (66% CMC 0-2)+15ⓘ
Fast mana1
Mana rocks3
Mana dorks3
Land ramp2
Commander Synergy (1 groups)+1ⓘ
Tutors2
Draw engines3
Cantrips & burst draw3
Recursion1
Value engines8
Control Strategy Bonus (21.7 interaction cards)+30ⓘ
Counterspells7
Spot removal7
Artifact/enchantment removal1
Land destruction1
+6
Board wipes2
Stax & hate1
Protection4
Other1
Fetchlands6
+8
+8
+8
+8
+8
+8
Dual & shock lands10
+6
+6
+6
+6
+6
+6
+5
+5
+4
+4
Premium utility lands7
+5
+5
+5
+5
+5
+5
+4
Utility lands5
+2
+2
+2
+2
+2
Basic lands4
+1
+1
+2
+2
Combat Damage Synergy: aristocrats engine+8ⓘ
Commander Synergy (2 groups)+5ⓘ
Synergy pieces2
Win conditions3
Combat threats14
Drain effects1
Damage multipliers1
Bracket
4
Bracket 4Optimized
High power, built to win. Unlimited Game Changers, efficient combos expected.
Breakdown
Learn more →✓
Power level 6.2 (Bracket 3)+Game Changers→ Bracket 4
Mana base95Interaction91Consistency75
✓
Game changers 5
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
-1/-1 Counters23 cards
23 -1/-1 counter cards. Weaken and wither opponent creatures.
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Infect21 cards
21 infect/poison cards. Win with 10 poison counters instead of 40 damage.
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Go-Wide / Weenies13 cards
13 low-cost creatures. Swarm the board and pump for lethal attacks.
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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.