Commander
1.0±0.3
Pile
Minimal strategic cohesion. Card quality and mana base suggest a first build or heavily budget-constrained list.
High confidence(-32 pts)
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Efficient Curve (50% CMC 0-2)+8ⓘ
Fast mana1
Mana rocks1
Mana dorks1
Low Land Count (0/35)+-88ⓘ
Tutors1
Draw engines3
Cantrips & burst draw2
Value engines2
Counterspells3
Spot removal3
Board wipes1
Protection2
Low Land Count (0/35)+-88ⓘ
Utility lands1
Combat Damage Synergy: 1 haste enabler+2ⓘ
Synergy pieces3
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 1.0 (Bracket 1)+Game Changers→ Bracket 3
Interaction57Speed25Threats21
✓
Game changers 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes1 total
Tap / Untap9 cards
9 tap/untap synergies. Generate extra value from activated abilities.
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.