Commander
5.4±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
High confidence(373 pts)
Estimated win turn
T4best
T5typical
T6+contested
Vector breakdown
Efficient Curve (62% CMC 0-2)+8ⓘ
Mana dorks3
Land ramp8
Other acceleration1
Commander Draw Engine (Ellivere of the Wild Court provides card draw)+15ⓘ
Tutors2
Draw engines7
Cantrips & burst draw2
Recursion1
Value engines2
Spot removal9
Artifact/enchantment removal1
Graveyard hate1
Stax & hate10
Two-Color Mana Base (no fixing needed)+20ⓘ
Mana Acceleration (12 sources)+2ⓘ
Fetchlands1
Dual & shock lands1
Premium utility lands2
Utility lands4
Combat Damage Synergy: token package, 1 haste enabler, 5 evasion enablers, aristocrats engine+25ⓘ
Synergy pieces5
Combat threats1
Drain effects1
Token generators2
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.4 → Bracket 3
Interaction93Mana base75Speed66
0.9 above Bracket 2 ceiling (4.5)
1.1 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
Themes9 total
Go-Wide / Weenies15 cards
15 low-cost creatures. Swarm the board and pump for lethal attacks.
Legends Matter10 cards
10 legendary synergies. Your legends grow stronger together.
Voltron (Commander)1 cards
Commander is designed to be equipped/enchanted for commander damage.
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.