Commander
5.9±0.2
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
High confidence398 pts
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana2
Mana rocks5
Other acceleration2
Treasure generators4
Other3
Commander Synergy (1 groups)+1ⓘ
Draw engines3
Cantrips & burst draw5
Recursion1
Value engines6
Counterspells6
Spot removal1
Board wipes4
Stax & hate2
Protection9
Fetchlands3
+8
+8
+8
Dual & shock lands12
+9
+9
+9
+6
+6
+6
+5
+5
+5
+4
+4
+4
Premium utility lands3
+5
+5
+4
Utility lands7
+2
+2
+2
+2
+2
+2
+2
Taplands4
+2
+2
+2
+2
Basic lands3
+2
+2
+2
Combat Damage Synergy: 1 extra combat, aristocrats engine, 3 damage multipliers+25ⓘ
3 Combo Families (3 lines, Consistency: 28%)+22ⓘ
Tempo Control (lockout lethality)+11.8ⓘ
1 extra turn effect+5ⓘ
Commander Synergy (1 groups)+2ⓘ
Combo pieces4
Synergy pieces6
Win conditions4
Combat threats9
Drain effects4
Token generators2
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
Threats96Mana base94Interaction83
0.9 above Bracket 2 ceiling (5)
1.1 below Bracket 4 threshold (7)
✓
Extra turns 1
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
Themes5 total
Token Strategy13 cards
13 token producers. Go-wide strategies can overwhelm opponents with numbers.
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Voltron (Commander)16 cards
This deck is built around equipping or enchanting the commander for commander damage.
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Dungeons8 cards
8 dungeon cards. Venture into dungeons for incremental value.
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