Commander
6.2±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(436 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Fast mana1
Mana rocks1
Mana dorks3
Land ramp5
Tutors2
Draw engines6
Cantrips & burst draw2
Value engines5
Counterspells1
Spot removal5
Graveyard hate1
Board wipes1
Stax & hate4
Fetchlands4
Dual & shock lands9
Premium utility lands5
Utility lands5
Combat Damage Synergy: token swarm strategy, 1 token doubler, 1 haste enabler, 4 evasion enablers, aristocrats engine, 2 damage multipliers+25ⓘ
Commander Synergy (3 groups)+12ⓘ
Synergy pieces10
Win conditions2
Combat threats7
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 6.2 → Bracket 3
Mana base93Threats90Interaction82
1.7 above Bracket 2 ceiling (4.5)
0.3 below Bracket 4 threshold (6.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Cat Tribal19 cards
19 cat creatures detected. Tribal synergies can create powerful board states.
Legends Matter14 cards
14 legendary synergies. Your legends grow stronger together.
Go-Wide / Weenies14 cards
14 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.