Commander
5.0±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
Primary win line:Commander combat pressure
High confidence(341 pts)
Estimated win turn
T4best
T5typical
T6+contested
Vector breakdown
Fast mana1
Mana rocks1
Mana dorks5
Land ramp10
Other acceleration4
Tutors1
Draw engines7
Cantrips & burst draw1
Recursion1
Value engines3
Spot removal6
Graveyard hate1
Board wipes3
Protection4
Mana Acceleration (22 sources)+12ⓘ
Two-Color Mana Base (no fixing needed)+7ⓘ
Two-Color Powerhouse Lands (1)+1ⓘ
Fetchlands2
Dual & shock lands1
Premium utility lands1
Utility lands4
Taplands1
Combat Damage Synergy: token package, 2 haste enablers, 2 evasion enablers, aristocrats engine+23ⓘ
Synergy pieces1
Win conditions1
Combat threats1
Sacrifice outlets1
Token generators4
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.0 → Bracket 3
Speed89Mana base75Interaction70
0.5 above Bracket 2 ceiling (4.5)
1.5 below Bracket 4 threshold (6.5)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 1
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Enchantress15 cards
15 enchantment synergy cards. Deck rewards you for casting enchantments.
Go-Wide / Weenies14 cards
14 low-cost creatures. Swarm the board and pump for lethal attacks.
Aristocrats13 cards
13 sacrifice/death synergies. Drains opponents while generating value from deaths.
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.