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(429 pts)
Estimated win turn
T6best
T7typical
T9+contested
Vector breakdown
Fast mana3
Mana rocks3
Treasure generators5
Tutors3
Draw engines5
Cantrips & burst draw5
Recursion5
Value engines4
Counterspells2
Spot removal8
Artifact/enchantment removal1
Graveyard hate1
Board wipes1
Stax & hate1
Fetchlands3
Dual & shock lands11
Premium utility lands1
Utility lands4
Taplands6
Combat Damage Synergy: token package, 1 extra combat, 2 haste enablers, 2 evasion enablers, aristocrats engine, 2 damage multipliers+25ⓘ
Synergy pieces15
Win conditions2
Combat threats1
Sacrifice outlets1
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
Interaction92Mana base89Threats84
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
Aristocrats19 cards
19 sacrifice/death synergies. Drains opponents while generating value from deaths.
Human Tribal15 cards
15 human creatures detected. Tribal synergies can create powerful board states.
Reanimator12 cards
12 reanimation effects. Cheat big creatures into play from the graveyard.
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.