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(385 pts)
Estimated win turn
T8best
T9typical
T12+contested
Vector breakdown
Fast mana1
Mana rocks2
Other acceleration3
Tutors1
Draw engines8
Recursion1
Value engines4
Counterspells5
Spot removal6
Artifact/enchantment removal1
Graveyard hate1
Board wipes3
Stax & hate4
Protection5
Other1
Two-Color Mana Base (no fixing needed)+11ⓘ
Two-Color Powerhouse Lands (1)+1ⓘ
Dual & shock lands3
Premium utility lands2
Utility lands8
Taplands2
Combat Damage Synergy: token swarm strategy, 5 evasion enablers, aristocrats engine, 1 damage multiplier+25ⓘ
Synergy pieces5
Win conditions3
Combat threats5
Reanimation1
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
Interaction93Threats84Mana base75
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 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Spirit Tribal26 cards
26 spirit creatures detected. Tribal synergies can create powerful board states.
Aristocrats12 cards
12 sacrifice/death synergies. Drains opponents while generating value from deaths.
Go-Wide / Weenies12 cards
12 low-cost creatures. Swarm the board and pump for lethal attacks.
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.