Commander
5.5±0.3
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
Primary win line:Commander combat pressure
High confidence(385 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Efficient Curve (52% CMC 0-2)+8ⓘ
Fast mana2
Mana rocks3
Other acceleration6
Treasure generators1
Tutors6
Draw engines8
Cantrips & burst draw4
Recursion2
Value engines3
Spot removal7
Board wipes2
Mono-Color Mana Base (no fixing needed)+20ⓘ
Mono-Color Powerhouse Lands (2)+7ⓘ
Mana Acceleration (12 sources)+2ⓘ
Utility lands4
Taplands2
Basic lands1
Plains+29
Combat Damage Synergy: token swarm strategy, 3 token doublers, 1 evasion enabler, 2 damage multipliers+25ⓘ
Synergy pieces8
Win conditions3
Combat threats4
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 5.5 → Bracket 3
Consistency88Threats83Interaction82
1.0 above Bracket 2 ceiling (4.5)
1.0 below Bracket 4 threshold (6.5)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 2
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes5 total
Legends Matter11 cards
11 legendary synergies. Your legends grow stronger together.
Go-Wide / Weenies11 cards
11 low-cost creatures. Swarm the board and pump for lethal attacks.
Blink/Flicker10 cards
10 blink/flicker effects. Reuse enter-the-battlefield triggers repeatedly.
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.