Commander
5.8±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(409 pts)
Estimated win turn
T5best
T6typical
T8+contested
Vector breakdown
Fast mana4
Mana rocks1
Land ramp9
Other acceleration1
Treasure generators4
Tutors2
Draw engines7
Cantrips & burst draw8
Wheels1
Recursion2
Counterspells3
Spot removal4
Board wipes1
Stax & hate1
Protection2
Mana Acceleration (15 sources)+5ⓘ
Two-Color Powerhouse Lands (1)+2ⓘ
Fetchlands1
Dual & shock lands6
Premium utility lands1
Utility lands6
Taplands6
Combat Damage Synergy: token swarm strategy, 5 haste enablers, 1 evasion enabler+25ⓘ
Synergy pieces4
Win conditions4
Combat threats3
Sacrifice outlets1
Bracket
3
Bracket 3Upgraded
Strong synergy and high card quality. Up to 3 Game Changers, late-game combos OK.
Breakdown
Learn more →✓
Power level 5.8 → Bracket 3
Consistency92Speed83Mana base83
1.3 above Bracket 2 ceiling (4.5)
0.7 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
Themes10 total
Impulse Draw16 cards
16 impulse draw effects. Exile and play cards from the top of your library.
Stompy / Big Mana10 cards
10 high-impact creatures. Ramp into massive threats that dominate the board.
Tokens (Commander)1 cards
Commander generates or synergizes with creature tokens.
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.