Commander
6.1±0.3
Deck With a Plan
Cohesive strategy with synergistic card selection. At least one reliable path to close games.
Primary win line:Go-wide combat finish
High confidence(425 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana1
Mana rocks3
Mana dorks2
Other acceleration1
Tutors1
Draw engines8
Cantrips & burst draw1
Recursion1
Value engines2
Spot removal5
Board wipes4
Two-Color Powerhouse Lands (1)+2ⓘ
Fetchlands1
Dual & shock lands5
Premium utility lands2
Utility lands5
Taplands2
Combat Damage Synergy: token swarm strategy, 2 token doublers, 3 haste enablers, 4 evasion enablers, aristocrats engine, 1 damage multiplier+25ⓘ
Synergy pieces9
Win conditions3
Combat threats2
Sacrifice outlets1
Drain effects2
Token generators13
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 6.1 → Bracket 3
Threats96Interaction87Mana base75
1.6 above Bracket 2 ceiling (4.5)
0.4 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
Themes10 total
Token Strategy29 cards
29 token producers. Go-wide strategies can overwhelm opponents with numbers.
Go-Wide / Weenies15 cards
15 low-cost creatures. Swarm the board and pump for lethal attacks.
Aggro13 cards
13 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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.