Commander
5.5±0.3
Casual
Intentional card choices with a clear game plan. Functional mana but room to optimize.
High confidence(369 pts)
Estimated win turn
T6best
T7typical
T8+contested
Vector breakdown
Efficient Curve (53% CMC 0-2)+8ⓘ
Commander Synergy (1 groups)+8ⓘ
Fast mana1
Mana rocks3
Mana dorks1
Land ramp3
Commander Draw Engine (Arcades, the Strategist provides card draw)+23ⓘ
Commander Synergy (1 groups)+6ⓘ
Tutors2
Draw engines7
Cantrips & burst draw1
Recursion2
Value engines3
Spot removal2
Board wipes6
Stax & hate4
2 Combo(s) Detected (Consistency: 66%)+24ⓘ
Combat Damage Synergy: 2 haste enablers, 1 damage multiplier+8ⓘ
Commander Synergy (1 groups)+4ⓘ
Combo pieces3
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.5 → Bracket 3
Consistency84Interaction82Threats80
1.0 above Bracket 2 ceiling (4.5)
1.0 below Bracket 4 threshold (6.5)
Game Changers are present, but your power level already places this deck in Bracket 3.
✓
Game changers 2
✕Mass land denial — none
✕2-card combo — none
✕Extra turns — none
Themes8 total
Defenders/Walls30 cards
30 defenders/walls. Build an impenetrable wall, then convert to damage.
Go-Wide / Weenies19 cards
19 low-cost creatures. Swarm the board and pump for lethal attacks.
Aggro15 cards
15 aggressive cards. Fast creatures and combat tricks aim to close out games quickly.