Commander
5.9±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
High confidence(397 pts)
Estimated win turn
T5best
T6typical
T7+contested
Vector breakdown
Fast mana2
Mana rocks2
Mana dorks1
Land ramp6
Other acceleration1
Draw engines8
Cantrips & burst draw2
Value engines3
Spot removal8
Board wipes1
Stax & hate3
Mana Acceleration (12 sources)+2ⓘ
Dual & shock lands4
Premium utility lands2
Utility lands9
Combat Damage Synergy: token swarm strategy, 5 token doublers, 1 haste enabler, 2 evasion enablers, aristocrats engine+25ⓘ
3 Combo(s) Detected (Consistency: 40%)+24ⓘ
Combo pieces3
Synergy pieces11
Win conditions1
Combat threats5
Sacrifice outlets1
Drain effects2
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 5.9 → Bracket 3
Threats96Interaction83Mana base73
1.4 above Bracket 2 ceiling (4.5)
0.6 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
Themes10 total
Infect20 cards
20 infect/poison cards. Win with 10 poison counters instead of 40 damage.
Token Strategy14 cards
14 token producers. Go-wide strategies can overwhelm opponents with numbers.
Aggro14 cards
14 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.