Commander
5.5±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(382 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Efficient Curve (53% CMC 0-2)+8ⓘ
Mana rocks1
Mana dorks1
Land ramp2
Other acceleration10
Commander Draw Engine (Sythis, Harvest's Hand provides card draw)+18ⓘ
Draw engines7
Cantrips & burst draw2
Recursion4
Spot removal9
Graveyard hate1
Board wipes2
Stax & hate3
Protection4
Mana Acceleration (14 sources)+4ⓘ
Two-Color Powerhouse Lands (1)+1ⓘ
Fetchlands5
Dual & shock lands3
Premium utility lands2
Utility lands5
Taplands2
Combat Damage Synergy: token swarm strategy, 2 haste enablers, 3 evasion enablers, aristocrats engine+25ⓘ
Synergy pieces3
Win conditions1
Combat threats3
Sacrifice outlets1
Token generators1
Reanimation1
Other2
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.5 → Bracket 3
Consistency86Mana base85Speed72
1.0 above Bracket 2 ceiling (4.5)
1.0 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
Themes8 total
Enchantress22 cards
22 enchantment synergy cards. Deck rewards you for casting enchantments.
Voltron9 cards
9 equipment/auras. Stack these on your commander for one-shot commander damage kills.
Blink/Flicker9 cards
9 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
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.