Commander
6.2±0.3
Tuned casual
Well-tuned synergy shell with consistent lines and solid fundamentals.
High confidence440 pts
Estimated win turn
T6best
T7typical
T10+contested
Vector breakdown
Fast mana2
+7
Mana rocks1
Land ramp4
Other acceleration2
Treasure generators3
Commander Draw Engine (Bennie Bracks, Zoologist provides card draw)+15ⓘ
Draw engines10
Cantrips & burst draw1
Value engines1
Spot removal12
Graveyard hate1
Board wipes5
Stax & hate5
Protection7
Mono-Color Powerhouse Lands (3)+11ⓘ
Fetchlands1
Dual & shock lands1
+4
Utility lands12
+2
+2
+2
+2
+2
+2
+2
+2
+2
+2
Taplands2
Basic lands1
+25
Combat Damage Synergy: token swarm strategy, 1 token doubler, 5 evasion enablers, aristocrats engine, 2 damage multipliers+25ⓘ
Synergy pieces28
Win conditions2
Combat threats1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 6.2 → Bracket 3
Threats95Interaction92Mana base71
1.2 above Bracket 2 ceiling (5)
0.8 below Bracket 4 threshold (7)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes6 total
Tokens (Commander)40 cards
This deck generates and leverages a wide board of creature tokens.
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Human Tribal15 cards
15 human creatures detected. Tribal synergies can create powerful board states.
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Go-Wide / Weenies15 cards
15 low-cost creatures. Swarm the board and pump for lethal attacks.
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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.