Commander
5.5±0.3
Focused casual
Reliable game plan with intentional card choices; still moderate speed and interaction.
Primary win line:Go-wide combat finish
High confidence(384 pts)
Estimated win turn
T9best
T10typical
T12+contested
Vector breakdown
Heavy Curve (28% CMC 5+)+-10ⓘ
Mana rocks4
Land ramp1
Other acceleration2
Commander Synergy (1 groups)+2ⓘ
Tutors1
Draw engines10
Cantrips & burst draw1
Wheels1
Recursion1
Counterspells4
Spot removal1
Graveyard hate1
Board wipes3
Two-Color Mana Base (no fixing needed)+7ⓘ
Two-Color Powerhouse Lands (1)+4ⓘ
Dual & shock lands1
Premium utility lands4
Utility lands6
Taplands1
Combat Damage Synergy: token swarm strategy, 1 token doubler, 6 evasion enablers, aristocrats engine, 2 damage multipliers+25ⓘ
Tempo Control (lockout lethality)+11.2ⓘ
1 extra turn effect+5ⓘ
Commander Synergy (1 groups)+2ⓘ
Synergy pieces10
Win conditions7
Combat threats11
Sacrifice outlets1
Reanimation2
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
Threats96Consistency85Mana base75
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 1
✓
Extra turns (1)
✕Mass land denial — none
✕2-card combo — none
Themes6 total
Spirit Tribal24 cards
24 spirit creatures detected. Tribal synergies can create powerful board states.
Aggro12 cards
12 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
Go-Wide / Weenies12 cards
12 low-cost creatures. Swarm the board and pump for lethal attacks.
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.