Commander
4.5±0.3
Upgraded precon
Meaningful upgrades and cleaner synergies, though consistency gaps remain.
High confidence303 pts
Estimated win turn
T8best
T9typical
T11+contested
Vector breakdown
Fast mana1
Land ramp2
Commander Draw Engine (Celes, Rune Knight provides card draw)+10ⓘ
Tutors4
Draw engines7
Cantrips & burst draw5
Recursion13
Value engines2
Spot removal9
Artifact/enchantment removal1
Board wipes1
Stax & hate1
Protection2
Fetchlands2
+8
+5
Dual & shock lands9
+6
+6
+6
+4
+4
+4
+4
+4
+4
Premium utility lands3
+6
+5
+4
Utility lands9
+2
+2
+2
+2
+2
+2
+2
+2
+2
Taplands8
+2
+2
+2
+2
+2
Basic lands3
+2
+2
+2
Combat Damage Synergy: 1 damage multiplier+4ⓘ
Commander Synergy (1 groups)+1ⓘ
Synergy pieces22
Sacrifice outlets3
Reanimation2
Bracket
2
Bracket 2Core
Unoptimized but functional. Clear game plan without maximum efficiency.
Breakdown
Learn more →✓
Power level 4.5 → Bracket 2
Mana base89Consistency85Threats81
1.5 above Bracket 1 ceiling (3)
0.5 below Bracket 3 threshold (5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes7 total
Graveyard (Commander)22 cards
This deck uses the graveyard as a primary resource.
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Aristocrats20 cards
20 sacrifice/death synergies. Drains opponents while generating value from deaths.
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Reanimator20 cards
20 reanimation effects. Recur creatures and key permanents from the graveyard.
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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.
History1 snapshot
Grade
Power4.5→4.5—
BracketB2→B2
Vectors
Velocity
16→16
—
Consistency
87→85
-2
Interaction
54→54
—
Efficiency
89→89
—
Lethality
82→81
-1
Card Changes
Added (3)
Removed (3)