Commander
5.3±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(364 pts)
Estimated win turn
T6best
T7typical
T10+contested
Vector breakdown
Fast mana2
Mana rocks6
Mana dorks2
Land ramp4
Tutors3
Draw engines7
Cantrips & burst draw1
Recursion2
Value engines3
Spot removal9
Graveyard hate1
Board wipes8
Stax & hate4
Protection1
Mana Acceleration (14 sources)+4ⓘ
Fetchlands1
Premium utility lands3
Utility lands6
Taplands9
Combat Damage Synergy: token swarm strategy, 1 haste enabler, 4 evasion enablers, aristocrats engine+25ⓘ
Win conditions4
Combat threats1
Sacrifice outlets1
Drain effects2
Token generators1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.3 → Bracket 3
Interaction88Mana base70Threats70
0.8 above Bracket 2 ceiling (4.5)
1.2 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
Themes8 total
Infect26 cards
26 infect/poison cards. Win with 10 poison counters instead of 40 damage.
Go-Wide / Weenies13 cards
13 low-cost creatures. Swarm the board and pump for lethal attacks.
Aggro12 cards
12 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.
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.