Millicent, High Power Spirit Aggro

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
Other acceleration2
Two-Color Mana Base (no fixing needed)+7
Two-Color Powerhouse Lands (1)+4
Dual & shock lands1
Taplands1
Basic lands2

Bracket

3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
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.