Commander
7.0±0.3
Playing with Power
Every card earns its slot. Efficient ramp, consistent draw, and a polished mana base.
Primary win line:Go-wide combat finish
High confidence(501 pts)
Estimated win turn
T3best
T4typical
T5+contested
Vector breakdown
Tight Curve (70% CMC 0-2)+15ⓘ
Fast mana9
Mana dorks7
Other acceleration6
Treasure generators1
Commander Draw Engine (Ellivere of the Wild Court provides card draw)+10ⓘ
Low Land Count (24/26)+-5ⓘ
Draw engines17
Cantrips & burst draw3
Value engines2
Spot removal10
Stax & hate4
Protection3
Two-Color Powerhouse Lands (5)+20ⓘ
Mana Acceleration (24 sources)+14ⓘ
Low Land Count (24/26)+-5ⓘ
Fetchlands8
Dual & shock lands4
Premium utility lands1
Utility lands7
Taplands2
Combat Damage Synergy: token swarm strategy, 1 haste enabler, 3 evasion enablers, 1 damage multiplier+25ⓘ
Synergy pieces4
Combat threats2
Drain effects1
Token generators2
Bracket
4
Bracket 4Optimized
High power, built to win. Unlimited Game Changers, efficient combos expected.
Breakdown
Learn more →✓
Power level 7.0 → Bracket 4
Speed94Mana base94Consistency92
0.5 above Bracket 3 ceiling (6.5)
1.5 below Bracket 5 threshold (8.5)
Game Changers are present, but your power level already places this deck in Bracket 4.
✓
Game changers 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Human Tribal23 cards
23 human creatures detected. Tribal synergies can create powerful board states.
Go-Wide / Weenies22 cards
22 low-cost creatures. Swarm the board and pump for lethal attacks.
Enchantress21 cards
21 enchantment synergy cards. Deck rewards you for casting enchantments.
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.