Commander
5.7±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
Primary win line:Go-wide combat finish
High confidence(403 pts)
Estimated win turn
T5best
T6typical
T9+contested
Vector breakdown
Efficient Curve (53% CMC 0-2)+8ⓘ
Fast mana2
Mana dorks15
Land ramp1
Low Land Count (22/27)+-13ⓘ
Glass Cannon (high ramp, low draw)+-10ⓘ
Tutors2
Draw engines1
Cantrips & burst draw4
Recursion1
Value engines2
Control Strategy Bonus (14.2 interaction cards)+30ⓘ
Counterspells6
Spot removal7
Graveyard hate1
Protection2
Two-Color Mana Base (no fixing needed)+16ⓘ
Mana Acceleration (18 sources)+8ⓘ
Two-Color Powerhouse Lands (1)+8ⓘ
Low Land Count (22/27)+-13ⓘ
Dual & shock lands5
Utility lands11
Combat Damage Synergy: token swarm strategy, 1 haste enabler, 2 evasion enablers, aristocrats engine+25ⓘ
Synergy pieces1
Win conditions2
Combat threats2
Token generators21
Clone effects1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.7 → Bracket 3
Threats92Speed85Interaction82
1.2 above Bracket 2 ceiling (4.5)
0.8 below Bracket 4 threshold (6.5)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 3
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Token Strategy30 cards
30 token producers. Go-wide strategies can overwhelm opponents with numbers.
Go-Wide / Weenies19 cards
19 low-cost creatures. Swarm the board and pump for lethal attacks.
Elf Tribal15 cards
15 elf creatures detected. Tribal synergies can create powerful board states.
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.