Commander
5.6±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(392 pts)
Estimated win turn
T4best
T5typical
T6+contested
Vector breakdown
Fast mana1
Mana rocks1
Mana dorks1
Land ramp8
Other acceleration2
Treasure generators4
Commander Synergy (2 groups)+17ⓘ
Tutors2
Draw engines8
Cantrips & burst draw4
Scry & Surveil1
Recursion4
Spot removal11
Graveyard hate2
Board wipes2
Stax & hate1
Edict effects1
Protection1
Two-Color Powerhouse Lands (4)+13ⓘ
Mana Acceleration (13 sources)+3ⓘ
Fetchlands1
Dual & shock lands3
Premium utility lands1
Utility lands8
Taplands7
Commander Synergy (1 groups)+10ⓘ
Combat Damage Synergy: aristocrats engine+8ⓘ
Synergy pieces9
Win conditions1
Sacrifice outlets10
Drain effects1
Token generators2
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.6 → Bracket 3
Threats87Mana base85Consistency82
1.1 above Bracket 2 ceiling (4.5)
0.9 below Bracket 4 threshold (6.5)
✕Game changers — none
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes10 total
Aristocrats33 cards
33 sacrifice/death synergies. Drains opponents while generating value from deaths.
Go-Wide / Weenies17 cards
17 low-cost creatures. Swarm the board and pump for lethal attacks.
Lifegain11 cards
11 lifegain synergies. Gain life to trigger payoffs and outlast opponents.
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.